I don't have enough context on your world, but currency is one of the last things I write in. I think it's best used as world flavor, and not over-explained, unless the economy is super important to your plot. I'd say firstly Hicks should have a value that's relative to a real world dollar, or whatever currency you're familiar with. When you need to explain the price of something, you simply convert it yourself. Is a Hicks worth one dollar? Half a dollar? If a coffee is about $3 in your world, how many Hicks is that? That's the easy part. Now you move on to scarcity. If you world has a different currency, has it always been that way? If so, it's even easier. You can pretty much make up whatever you want. If your currency emerged after the currencies of the real world, then you'll just want to explain (to yourself) why, and if it affected the scarcity of any resources. If coffee beans are harder to get now, then the price of coffee should always be higher than it would be IRL. If your currency co-exists with ones we know, then it's really not that difficult to just keep converting as necessary, maybe account for inflation if it takes place in the real world. If it exists in it's own world, then the only thing left to do is explain any foreign currencies, which is just more conversion math. Now, this all changes if your currency isn't as simple as digital, paper, or coins, but currency exists because of convenience. It isn't made to overthink, even if it's cows instead of coins. All modern currency is are I.O.U's so you can carry around paper or plastic instead of a whole cow.
If your currency is deeper than that, then all the things I said still apply, you just have to double down on scarcity logic, if you care. I care. It annoys the hell out of me that the Fallout series uses bottlecaps as currency, because it doesn't make any sense. There's no way to make a common and easily produced object without a central bank make any kind of sense. In my world, gems are used as currency. The whole lore isn't explained yet, and may never be even though I know it. (I may release a lore book eventually.) Basically, the main issue with a world that uses gems as currency, is explaining the origin of them, which isn't super relevant right now. The other issue is if there would even be enough gems to support a global economy, so I simply did the math on what population size could reasonable use gems as currency without issue, based on all the hearty economic research of our real world. I'm never going to exposition dump the world population, or write 30 pages on the economy, so basically all I did was create a framework that won't narratively break. If my world had billions of people, the logic would collapse. If it doesn't? Then it doesn't really matter if I have 500k people or 5 million. I checked the math. I made sure to pick a currency that equates to a real world dollar as my basis, and there are 16 other currencies that I handpicked for the independent worldbuilding of different regions. If Character A has Currency 1, and Character B has Currency 2, then it's just a matter of conversion. At least in my story, the currency is just that, worldbuilding, proof that different regions and areas are different places. I don't think anyone is reading a fantasy adventure for an economic epic, so as long as effort goes into it at all, then it should be an "easy" victory.