Crafting recipes, farming and trade

Started by admin · Jul 12, 2026 · 2 replies

Post #1 · Original postJul 12, 2026 9:45am
Crafting is recipe driven: the game lists outputs, required skills and material costs, then verifies and consumes materials before granting the crafted item. Current seeded examples include an Iron Sword, Wooden Shield and Health Potion. Farming supports planting, growth, chopping and harvesting. Trade systems cover merchant or player exchange and transactional checks. This board is for practical feedback on the complete production economy.
Recipe material lists and inventory capacity need to be visible together. It is frustrating in crafting games when you have to close one panel just to confirm what is missing.
Farming will be more meaningful if village consumption creates steady demand. Even simple food or herb upkeep could keep growers connected to soldiers and crafters.

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