Archaeologists suggest that wine drinking in ancient Troy was enjoyed by more than just the royal elite

Since it was discovered during the excavation of Heinrich Schlimann in the legendary fortress city of Troy, Depas Amphikypellon – The cylindrical goblet with two curved handles, considered to be the goblet mentioned in Homer’s epic, is considered a potential drinking container for wine. New research by archaeologists at the University of Tübingen, Bonn and Jena University confirms this hypothesis by identifying high concentrations of fruit acids that exhibit regular use exclusively for wine, but these same acids were also found in Troy cups and beakers. This raises questions about the social and cultural significance of beverages. Although previously recognized as the exclusive coat of arms of the early Bronze Age, wine consumption may have been more widespread than previously assumed.

Height 15 cm Depas Amphikypellon It was excavated by Heinrich Schlimann of Troy. Image credit: Valentin Marcard / University of Tübingen.

Hefaestus spoke, then rose to his feet and handed the double goblet to his beloved mother.” says the first book iliadtells us how fire gods, metalworking and volcanoes encourage mothers.

As he spoke, the white goddess Hera smiled. She reached for her son’s goblet.

He pulled out the sweet nectar from the mixing bowl, right to left to left for all the other gods.

This drinking container Depas Amphikypellonwell known to archaeologists.

The object is a thin clay goblet with two handles narrowed to a pointed base.

Over 100 ships have been previously discovered in Troy from 2500 to 2000 BC.

They are also scattered from the Aegean Sea to Asia and Mesopotamia, and can hold between 0.25 and 1 liter.

“Heinrich Schlimann has already speculated that Depas’ goblet was handed over to celebrate. iliadsaid Dr. Stephen Blum, an archaeologist at the University of Tubingen.

“The classic archaeological collection at the University of Tübingen has two fragments and depas goblets from the Schliman terrorist attack.”

In the new study, researchers heated 2 grams of samples from two fragments and studied the resulting mixture using Gas Chromatography (GC) and mass spectrometry (GC-MS).

“The evidence for succinic acid and pyruvate was conclusive. It only occurs when grape juices ferment,” said Dr. Maxim Reigeot, a researcher at the University of Bonn.

“So now we can confidently state that the wine is actually drunk not only from grape juice but also from DePas’ goblet.”

Wine was the most expensive drink of the Bronze Age, and DePas’ goblets were the most precious ship. DePas’ goblets have been found in a temple and palace complex.

Therefore, scientists speculated that wine drinking took place on special occasions in elite circles.

But did the lower classes of Troy drink wine as everyday food and luxury?

“We also studied ordinary cups where chemicals were found in the outer settlements of Troy.

“So it’s clear that wine was a daily drink for the public as well.”

Team’s paper It was published in American Journal of Archeology.

____

Stephen We are Bram et al. 2025. Wine consumption problems in Troy in the early Bronze Age: organic residue analysis and Depas Amphikypellon. American Journal of Archeology 129(2); doi:10.1086/734061

Source: www.sci.news

I Created the Best Worst Role-Playing Game Ever – and Enjoyed Every Second of It | Games

IT is said to host a magical artisan cheese festival every 100 years, a small fishing village on the south coast of an unknown fantasy realm. As an ethically produced dairy adventurer and fan, you decide to take part in the legendary event and arrive at the dock of a small boat with a few gold coins and dreams. This is the worst role-playing adventure background I've ever experienced, and by chance it's the only one I've ever designed.

The game-making package RPG maker has been around since 1992, the first version to be released on Japanese PC-98 computers. Since then, development has been handed over from veteran Japanese developer ASCII to Enterbrain and then to Chiyoda-based Gotcha Gotcha games, with dozens of installments coming up. Although it has become increasingly complicated over the years, RPG makers have no development experience and remain a very intuitive way to make adventure games.

The package comes with thousands of pre-built maps, buildings, characters and items that creators can use and modify. But you can also start from scratch and create your own assets and create unique games. Your project can be shared with the RPG maker community, and several highly acclaimed indie games have been programmed into the program, including To the Moon, Corpse Party, and Omori. Artisan Cheese Quest can tell you not to participate in them.

Exclusive screenshots of the RPG Maker's Artisan Cheese Quest. Photo: NIS America

To be fair, the game only took me and my 19-year-old son Zac, using the PlayStation 5 version of RPG Maker (released February 21st). Initially, we chose swamp locations from many types of ready-made maps. It mainly offers traditional fantasy and sci-fi options. Then we chose the characters – cute little anime style warriors. From here we begin the actual process of creating a game that offers challenging things. Everything that takes place in the world is called events and is necessary to create the events necessary to build a set of conditions using a very simple visual programming language.

If you've tried Scratch, a popular coding tool used in schools around the world, you're probably at home. Suppose you want to hide the magic key in the treasure chest: Place your chest on the map and place the key inside using the menu system. Add a locked door and then place the state on that door. If the player has a key, the door will open.

Using the same system, you can add branch dialogs with characters, plan enemy patrol passes, and ultimately create a combat system. During lockdown, Zack and I used scratch to create a very simple maze game, where we led the mouse towards a block of cheese, so we stuck to the game design expertise established here. I've done it. They built a tavern, installed the tavern interior to the main landscape map building, added characters to provide hints, and hidden artisan cheese festival passes in a small island treasure chest. We didn't use the original assets, but we wrote all the dialogue. The story – find the pass, open the tavern door, eat cheese – was completely ours. Remember us for the best narratives of this year's BAFTA Games Award.

PlayStation 5 RPG maker. Photo: NIS America

Most importantly, this process was very enjoyable. I was able to choose background music and sound effects and cried with laughter in search of very inappropriate options. Our treasure chest cried out as you opened it. The villagers barked randomly and groaned. And no matter how basic the end result is, you still get that thrill of making something that works and looks like a real game. Once you get used to the system, your ambitions grow: we later added zombies wandering around the map complaining about his lactose intolerance.

I'm not going to lie – the system is intuitive, but it gets Very Requests when you start thinking about creating a multi-stage boss encounter or designing a character leveling system. If you don't deal with game mechanics where long routines, subroutines, or game mechanics are confused with each other, then there's a long way to go. Certainly, whenever we didn't know how to make something work, the online gaming community helped us. There are hundreds of videos on YouTube, and there are many helpful people on Reddit. But we feel that it's some way from making something a little more similar to commercial games.

Perhaps at some point in the future, Artisan Cheese Quest will be one of the best Fromage-based fantasy role-playing adventures available on the PlayStation 5. For now, I'm going to continue adding stupid sound effects until they become interesting. Honestly, don't hold your breath.

Source: www.theguardian.com

Under Roman rule, Britain enjoyed centuries of economic prosperity.

A pile of Roman gold coins discovered beneath the floor of a Roman house in Corbridge, England

World History Archives/Alamy

After the Romans conquered Britain in AD 43, they brought with them technologies and laws that led to centuries of economic growth once thought to be limited to modern industrial societies, according to an analysis of thousands of archaeological finds from the period.

“In about 350 years, about two and a half years [fold] “Improved productivity per person.” Rob Weisman At Cambridge University.

Wiseman says the ancient world long believed that economic growth depended on increases in population and resources — for example, increasing food production required more land and more agricultural workers — a type of growth known as extensive growth.

In contrast, economic growth today is driven primarily by increases in productivity, or intensive growth: for example, mechanization and improved plant and animal breeding enable us to produce more food from the same amount of land with fewer workers.

Several recent studies have challenged the idea that rapid growth only occurred after the Industrial Revolution began, which led Wiseman and his colleagues to look at growth in Roman Britain from 43 to 400 AD.

Wiseman says the team’s research was made possible by British laws that require archaeological investigations when sites are developed. “As a result, tens of thousands of archaeological excavations have been carried out in this country, and the data is available to the public.”

By looking at how the number of buildings changed over time, the researchers were able to get a sense of how the population of Roman Britain grew — and there’s a strong relationship between the number of buildings and population size, Wiseman says.

To get a sense of economic growth, the team looked at three metrics: First, the size of buildings rather than the number of buildings: As people get wealthier, they build bigger homes, Wiseman said.

Another measure is the number of lost coins found at the excavation site: “That fell through the floorboards, that got lost in the bathroom, that sort of thing,” he says.

The idea is that the more coins there are in circulation, the more likely they are to be lost. The team didn’t count hidden hoards of coins because they reflect instability, not growth.

The third criterion is the ratio of cruder pottery, such as cooking and storing pots, to more ornate pottery, such as decorative plates. Economic growth requires people to interact more and socialize more, which means “showing off” when guests are present, Wiseman says.

Based on these indicators, the team found that economic growth exceeded what would be expected from population growth alone. They estimate that per capita growth was about 0.5% between 150 and 250 AD, slowing to about 0.3% between 250 and 400 AD.

“What we’ve been able to show is that there was indeed rapid growth after the Romans arrived,” Wiseman says. The rate of growth, rather than the type of growth, is likely what distinguishes the modern world from the ancient world, he says.

Researchers believe this growth was driven by factors such as roads and ports built by the Romans, laws they introduced that made trade safer, and technology such as more advanced flour mills and animal breeds suited to farming.

The period of rapid growth between AD 150 and 250 could have been the result of Britain catching up with the rest of the Roman world, Wiseman says: “It went from being a small, poorly-connected tribal society to a global economy.”

What’s not clear is whether this economic growth made people happier or healthier. “The fact that productivity rose doesn’t mean that invaded, colonized Britons were better off under the Roman Empire,” Wiseman says. “That’s an open question.”

To investigate this, researchers now plan to examine human remains to determine things like how long people lived.

“I believe they are right, and there was certainly intensive growth in Roman Britain.” Alain Bresson At the University of Chicago, Illinois.

“Many archaeologists have noted the compelling evidence of economic growth in Roman Britain, but this paper adds a welcome formal theoretical dimension to the debate.” Ian Morris At Stanford University, California.

But Morris suspects that the lower average growth rate from A.D. 250 to 400 actually reflected a period of higher growth that declined sharply as the Roman Empire began to collapse. Further research could help find the answer, he says.

topic:

Source: www.newscientist.com