# 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.

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### 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`.

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### 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.

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### 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.
