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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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Node and Artisanship Leveling: An Interesting Idea

in Artisanship
Hello Citizens and Crafters,
I have seen many people complain, and I have complained myself, about having to create THOUSANDS of items that I then turn around and either vendor or deconstruct (if I can) just to level a profession. I have also seen and been a part of complaints that materials needed to level a node feels awkward at the least, let alone the weird combinations of materials needed. As it currently stands, gathered materials can EITHER be used to advance the node and create benches, OR be used to craft useless items to level the profession. So given some time to think and process this for a while, I think I have a solution.
Have the crafting community create the materials needed to level a node. Here is how it would play out.
Halcyon Mayor wants to build a Stoneworks building.
Building requires "Basic Building Blocks" x5000, "Basic Mortar" x 4000, "Basic Structural Timber" x2000, "Basic Hand Tools" x500, "Basic Furniture" x250
Novice stoneworkers have access to a recipe "Basic Building Blocks" that requires 10 granite. And a recipe "Basic Mortar" that requires 10 basalt and 2 water.
Novice stoneworker gathers (or receives from friends / guild) 1000 granite and processes it into 100 "Basic Building Block" earning the expected crafting xp per block created.
Novice stoneworker turns in 100 "Basic Building Block" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the block.
Novice stoneworker gathers (or receives from friends / guild) 1000 basalt and water and processes it into 100 "Basic Mortar" earning the expected crafting xp per mortar created.
Novice stoneworker turns in 100 "Basic Mortar" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the mortar.
Novice lumber millers have access to a recipe "Basic Structural Timber" that requires 10 western larch wood and 2 eastern hemlock wood.
Novice lumber miller gathers (or receives from friends / guild) 1000 western larch wood, 200 hemlock wood and processes it into 100 "Basic Structural Timber" earning the expected crafting xp per timber created.
Novice lumber miller turns in 100 "Basic Structural Timber" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the timber.
Novice metal workers have access to a recipe "Basic Hand Tools" that requires 10 ash wood and 2 zinc fragments.
Novice metal worker gathers (or receives from friends / guild) 1000 ash wood, 200 zinc fragments and processes it into 100 "Basic Hand Tools" earning the expected crafting xp per tool created.
Novice metal worker turns in 100 "Basic Hand Tools" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the tool.
Novice carpenters have access to a recipe "Basic Furniture" that requires 10 oak wood and 5 ash wood.
Novice carpenter gathers (or receives from friends / guild) 1000 oak wood, 500 ash wood and processes it into 100 "Basic Furniture" earning the expected crafting xp per furniture created.
Novice carpenter turns in 100 "Basic Furniture" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the furniture.
Rinse and repeat for the rest of the materials required to make the building.
Each type of service building would have different material requirements and would require different crafts to create those materials hopefully with the majority of materials coming from the craft the building will provide service to. In this example it is easy to see how stone masonry ties directly to the stoneworks building, things would have to get a little creative for some other buildings, like needing fish to make fertilizer for the farm / ag supply, using snowdrop thread to create canvas for the textile mill or wolf hides to make tarpaulin for the hide works. Then the more limited quantity items like copper, flax, hemlock/larch could be used in higher quantities for the secondary buildings that grant apprentice benches.
This would allow crafters an option to level their craft while also working towards building the stations needed instead of it being one or the other.
I have seen many people complain, and I have complained myself, about having to create THOUSANDS of items that I then turn around and either vendor or deconstruct (if I can) just to level a profession. I have also seen and been a part of complaints that materials needed to level a node feels awkward at the least, let alone the weird combinations of materials needed. As it currently stands, gathered materials can EITHER be used to advance the node and create benches, OR be used to craft useless items to level the profession. So given some time to think and process this for a while, I think I have a solution.
Have the crafting community create the materials needed to level a node. Here is how it would play out.
Halcyon Mayor wants to build a Stoneworks building.
Building requires "Basic Building Blocks" x5000, "Basic Mortar" x 4000, "Basic Structural Timber" x2000, "Basic Hand Tools" x500, "Basic Furniture" x250
Novice stoneworkers have access to a recipe "Basic Building Blocks" that requires 10 granite. And a recipe "Basic Mortar" that requires 10 basalt and 2 water.
Novice stoneworker gathers (or receives from friends / guild) 1000 granite and processes it into 100 "Basic Building Block" earning the expected crafting xp per block created.
Novice stoneworker turns in 100 "Basic Building Block" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the block.
Novice stoneworker gathers (or receives from friends / guild) 1000 basalt and water and processes it into 100 "Basic Mortar" earning the expected crafting xp per mortar created.
Novice stoneworker turns in 100 "Basic Mortar" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the mortar.
Novice lumber millers have access to a recipe "Basic Structural Timber" that requires 10 western larch wood and 2 eastern hemlock wood.
Novice lumber miller gathers (or receives from friends / guild) 1000 western larch wood, 200 hemlock wood and processes it into 100 "Basic Structural Timber" earning the expected crafting xp per timber created.
Novice lumber miller turns in 100 "Basic Structural Timber" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the timber.
Novice metal workers have access to a recipe "Basic Hand Tools" that requires 10 ash wood and 2 zinc fragments.
Novice metal worker gathers (or receives from friends / guild) 1000 ash wood, 200 zinc fragments and processes it into 100 "Basic Hand Tools" earning the expected crafting xp per tool created.
Novice metal worker turns in 100 "Basic Hand Tools" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the tool.
Novice carpenters have access to a recipe "Basic Furniture" that requires 10 oak wood and 5 ash wood.
Novice carpenter gathers (or receives from friends / guild) 1000 oak wood, 500 ash wood and processes it into 100 "Basic Furniture" earning the expected crafting xp per furniture created.
Novice carpenter turns in 100 "Basic Furniture" to the mayor's representative and receives mayoral commission tickets and an additional 1/4 the crafting xp granted when creating the furniture.
Rinse and repeat for the rest of the materials required to make the building.
Each type of service building would have different material requirements and would require different crafts to create those materials hopefully with the majority of materials coming from the craft the building will provide service to. In this example it is easy to see how stone masonry ties directly to the stoneworks building, things would have to get a little creative for some other buildings, like needing fish to make fertilizer for the farm / ag supply, using snowdrop thread to create canvas for the textile mill or wolf hides to make tarpaulin for the hide works. Then the more limited quantity items like copper, flax, hemlock/larch could be used in higher quantities for the secondary buildings that grant apprentice benches.
This would allow crafters an option to level their craft while also working towards building the stations needed instead of it being one or the other.
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Comments
Node Currency isn't tradeable, so if you move the required materials 'up one step' the most likely outcome I can see is:
Processors/Crafters have a way to convert money/social capital into Node Currency, and Gatherers have less/none, but Processors/Crafters also need that money, and Gatherers can refuse to help gather. There are many weird and bad outcomes here, which depend on 'which precise form of historical community type Steven has told the Econ team to emulate', but as you get higher in the 'building requirements' tree, the 'issue' gets worse and worse.
I understand not wanting to make thousands of items with no purpose, and I don't actually even dislike the idea of the Node spawning a purpose for those many items, but I don't see anything but bad outcomes if this is linked to Node Building Construction (I have a different opinion on Node Building Maintenance).
It's a somewhat hard problem to solve when you start from the bases that Ashes is using, so I prefer to wait more time to see if some other better 'source of purpose' is added with the next economy update.