Make multiple crafters in the same specialization relevant
Andrew G.
A crafter can produce an infinite amount in a day, and worlds are small so goods are trivial to transport. Even with exhaustion mechanics, there is currently no point whatsoever at being the second-best carpenter in the world, unless you just want to vertically integrate and do carpentry for yourself so you don't have to trade for inputs, which reduces interdependence instead of increasing it.
There needs to be some way that multiple crafters are useful, especially for players that start late in the game. The "labor" mechanic and "work parties" seem like they were initially intended to do that, but since the best crafter has infinite labor output and is the most efficient at all work without exception or limitation, it doesn't work.
I'm aware this is a balancing nightmare and risks strangling the smallest servers, so it has to be done delicately.
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Zachary Frederick
Yes! 100% agree! To add to this comment, I wish there was a balance for primary, secondary, and final product industries. To explain myself better, a healthy economy should have many raw resource harvesters (primary; logger, farmer, gatherer, miner, hunting), a few processors (smelting, carpentry, pottery, butchery, cooks) and like 1 or two of final product guys. (Final, engineer, mechanic, industry, etc) a lot of what you get is people wanting to do a lot of processing or final product making. But a healthy economy would make a good pyramid. I think that research books should just give one of each of the higher sectors of each industry. BUT incorporate YOUR idea of spending stars within their own profession. I.e. loggers can become better loggers without going into carpentry. Miners don’t have to become masons or engineers or smelters. Like have loggers be able to unlock “firewood”, and then after that unlock “charcoal” and then “briquettes” or the like. Or another one could specialize in making support beams for mines, another logger could specialize in early furniture, another in efficient hewn. I also think balancing it out better, new professions should cost 2 maybe 3 stars (depending on secondary or tertiary industry. Would really balance stuff out.
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Zachary Frederick
This would make sense for loggers even to collab with each other, trade within each other, and not feel intimidated by others of the same profession, but rather strive to work with them. My example is logging but you could use this with many different professions.
playbabe
agree! I hope the star reworks in the road map addressed this issue because from what i read, it’s sound like you can invest more star into same skill so other who lead the tech will actually have opportunity cost for picking new professions while others can double down.