# Epic 3 - Crafting, Gathering, and Itemization Economy ## Source Anchors - Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 3 - Related modules: E3.M1, E3.M2, E3.M3, E3.M4, E3.M5 ## Ownership and success (Level 1) - **Ownership focus:** Economy Design + Content Engineering - **Success criteria:** Crafting is a primary progression lane with healthy supply-demand loops and consistent item relevance. ## Objective Implement gathering from world nodes, item/inventory representation, recipe execution, and later durability/sinks and economy policy so players can complete gather-refine-craft-use loops that matter for combat and quests. ## Module Breakdown ### E3.M1 - ResourceNodeAndGatherLoop - Responsibility: Node spawning, gather interaction, resource output events. - Key contracts: `ResourceNodeDef`, `GatherResult`, `ResourceYieldTable` - Dependencies: E1.M3, E2.M2 - Stage target: Prototype ### E3.M2 - RefinementAndRecipeExecution - Responsibility: Raw-to-refined processing and recipe crafting execution pipeline. - Key contracts: `RecipeDef`, `CraftRequest`, `CraftResult` - Dependencies: E3.M1, E3.M3 - Stage target: Prototype ### E3.M3 - ItemizationAndInventorySchema - Responsibility: Item definitions, rarity/quality fields, stackability and equipment metadata. - Key contracts: `ItemDef`, `ItemInstance`, `InventorySlot` - Dependencies: None - Stage target: Prototype ### E3.M4 - SinkAndDurabilityLifecycle - Responsibility: Item decay/consumption/repair sinks that sustain market demand. - Key contracts: `DurabilityState`, `ItemSinkEvent`, `RepairCostRule` - Dependencies: E3.M3, E8.M3 - Stage target: Pre-production ### E3.M5 - EconomyBalancePolicy - Responsibility: Faucet/sink parameter set and guardrails for inflation/deflation. - Key contracts: `EconomyPolicy`, `PriceBandRule`, `FaucetSinkRatio` - Dependencies: E3.M4, E9.M2 - Stage target: Pre-production ## Implementation Slices (Backlog-Ready) ### Slice 1 - Items and inventory MVP - Scope: E3.M3 with equipment/consumable slots sufficient for prototype loadouts and quests. - Dependencies: None - Acceptance criteria: - Craft outputs and quest rewards land in inventory deterministically. - Item schema versioned for forward-compatible migrations. - Telemetry hooks: `item_created`, `inventory_full` / transfer failures. ### Slice 2 - Gather nodes and outputs - Scope: E3.M1 with 4-6 node types and yield tables; awards crafting/gathering XP via E2.M2. - Dependencies: E3.M3, E1.M3, E2.M2 - Acceptance criteria: - Full gather interaction in prototype region without dupes or free resources. - Telemetry hooks: `resource_gathered`, `gather_node_depleted`. ### Slice 3 - Recipes and crafting pipeline - Scope: E3.M2 with 8-12 starter recipes per prototype minimums. - Dependencies: E3.M1, E3.M3 - Acceptance criteria: - Player completes gather to refine to usable item used in combat or quest. - Telemetry hooks: `item_crafted`, `craft_failed` with reason, time-to-first-craft. ### Slice 4 - Sinks and economy policy (pre-production) - Scope: E3.M4 + E3.M5 with tuning hooks and validation against outliers. - Dependencies: E8.M3 (market settlement optional), E9.M2 - Acceptance criteria: - At least one durable sink is live; policy alerts on faucet/sink ratio breaches. - Telemetry hooks: `item_sink`, `repair_performed`, economy KPI aggregates. ## Risks and Mitigations - Risk: Crafting bypassed by drops or NPC vendors. - Mitigation: Prototype quest requires crafted item; monitor gather-to-craft conversion. - Risk: Exploit duplication or negative stacks. - Mitigation: Server-authoritative craft and inventory; integrity signals via E9.M4. ## Definition of Done - Prototype gather-craft loop meets plan pass/fail gates. - Pre-production adds sinks and policy with dashboard visibility.