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Economy, Crafting, and Survival

Survival Loop

Food, water, fatigue, temperature, and injury should determine readiness for action. The player should maintain these needs to stay expedition-capable.

Design Rule

Survival should generate demand, not despair. Public rations and basic water must always exist so a player can recover from failure.

Scavenging should only cover emergency needs. Real food supply should come from farms, fisheries, ranches, cooking, storage, and transport.

Economic Consequences of Survival

The survival model creates demand for:

  • farms and fisheries
  • orchards and ranches
  • preserved food
  • water logistics
  • cooking
  • medicine
  • repair kits
  • climate gear
  • camp supplies

Town demand should react to shortages in these categories. If a settlement starts running low on grain, clean water, or medicine, its prices, quests, and service quality should change.

Crafting Philosophy

Crafting should be regional, tradable, and integrated with logistics. Crafted goods should not default to soulbound.

The system should avoid linear tier obsolescence. Older materials stay relevant because advanced recipes still need structural inputs, binders, fuels, finishes, packaging, repairs, and public-works demand.

Crafting Categories

  • weapons and armor
  • tools
  • food and drink
  • medicine
  • camp gear
  • trade goods
  • repair materials
  • utility consumables

The full design should treat crafting as a chain of gathering, refining, assembly, finishing, repair, retrofit, and salvage rather than a single combine step.

Material Relevance Rule

Rare materials should modify and specialize items. Common materials should continue to carry most bulk demand.

Examples of permanently relevant material families:

  • timber and planks
  • leather and straps
  • cloth and thread
  • iron and common fittings
  • charcoal, coal, peat, oils, salts, waxes, and resins

These materials should be required across advanced gear, maintenance, caravans, storage, and town projects.

Item Loss on Defeat

There can be a chance to lose crafted or carried items on defeat, especially in dangerous content. That system needs softeners so the game stays playable:

  • durability loss
  • repair economy
  • cargo prioritization
  • insurance or recovery services
  • safer and riskier mission tiers

Market Structure

Markets should be regional to preserve travel value. Each market should support:

  • sell orders
  • buy orders
  • auctions
  • market taxes
  • historical pricing data

NPC and town demand should influence those prices instead of acting as a separate disconnected system.

Bulk staple materials should remain some of the most liquid goods in the market because they feed nearly every advanced system.

Exploration Economy

Surveying should uncover routes, veins, ruins, and gathering sites. Maps and coordinates should be tradeable information goods whose accuracy can decay over time.

See gathering-and-resource-ecology.md, material-relevance-and-recipe-structure.md, crafting-and-itemization.md, agriculture-food-and-water.md, ../world-state/town-simulation-and-supply.md, and ../exploration/exploration-cartography-and-resource-discovery.md for the expanded technical model.