From e13043f09a554d978411f920c75a3f7d11a9d7a3 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:20:18 -0400 Subject: [PATCH] chore: generalize multi-stage Process note; roster intro for chain shape --- docs/game-design/skills.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 33adb45..dc1d42f 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -62,6 +62,8 @@ Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** ch Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, **Skill** name plus **what it covers** and **open / merge** notes. +**Production chains (Gather → Process → Make):** Recipes can **branch** (same inputs, different outputs) and run **deep** (several **Process** steps in a row before **Make**). **Any** row in **Process**—not one named skill—may sit mid-pipeline, mixing **raw** gatherables with **earlier** intermediates from **Refine**, **Fab tech**, **Synth-chem prep**, **Bioprocess**, **Composite work**, etc. Detail in **Overlapping chains** and **Multi-stage processing** under the **Process** heading below (after **Gather**). + #### Gather — pull raw value from the world | Skill | What it covers | Open / merge | @@ -75,7 +77,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** **Overlapping chains:** **Process** and **Make** are not isolated trees. **Different** skills (or different recipes under one skill) can consume the **same** items and yield **different** intermediates or products—e.g. side streams where one batch of scrap or ore can route through **Refine**, **Synth-chem prep**, or **Bioprocess** with **different outputs** where content allows. Data-defined recipes carry the truth; overlap is **intentional** for a dense, interconnected economy. **Refine** vs **Synth-chem prep** stay **separate fantasies** (physical materials vs bio/chem)—see table. -**Multi-stage processing (depth):** In addition to **branching** paths, expect **serial** depth—**several** **Process** steps before **Make**. A single finished good can depend on **Gather → Process → Process → Make** (or longer). For example, **Composite work** might take **raw** fibers or resin straight from **Gather** *and* **Refine** (or **Synth-chem prep**) outputs in the **same** recipe, so players see **intermediates feeding intermediates** rather than one hop from node to bench. +**Multi-stage processing (depth):** Same idea as **Overlapping chains**, but **serial**: **several** **Process** steps before **Make**—e.g. **Gather → Process → Process → Make** (or longer). **Any** **Process** skill’s recipes can require **Gather**-fresh inputs **and** outputs from **prior** **Process** steps in one pass, or consume only intermediates from an earlier hop—**intermediates feeding intermediates**, not always a single hop from node to bench. | Skill | What it covers | Open / merge | |-------|----------------|--------------| @@ -83,7 +85,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | **Fab tech** | **Electronics and electromechanical fab:** **chips**, **PCBs**, **solenoids**, micro-actuators, substrate and assembly steps—**built components**, not **Refine**’s job of turning raw ore/glass/steel into graded **bulk** material. Uses **Refine** outputs (and other inputs) as **feed**, but the skill fantasy is **manufacture**, not smelt/purify. | Separate from **Refine** — **agreed** | | **Synth-chem prep** | **Bio- and chemistry** streams: precursors, reagents, stable compounds, polymer feeds—inputs and outputs are **chem / organic / lab** oriented; feeds **Synth-chem (product)** and related **Make**. **Not** primary home for ore/glass/metal refinement (**Refine**). | Separate from **Refine** — **agreed** | | **Bioprocess** | Ferment, culture, grow feedstock for medtech or consumables. | — | -| **Composite work** | Laminate layers, weave fibers, prep armtech “blanks” before final assembly. | Often **multi-stage:** mixes **Gather** inputs with **Refine** / other **Process** outputs—see **Multi-stage processing** above | +| **Composite work** | Laminate layers, weave fibers, prep armtech “blanks” before final assembly. | — | | **Data scrub** | Clean, normalize, or decrypt **datasets** that become a craft input. | **Tech** overlap—pick one **primary** category | #### Make — recipes, benches, finished goods @@ -113,7 +115,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** **Cross-cutting notes** -- **Production chain shape:** **Agreed**—(1) **Overlapping** paths: shared **inputs**, divergent **outputs** across **Process** / **Make**; (2) **Multi-stage** depth: **Gather → Process → Process → Make** (or longer), including recipes that combine **raw** gatherables with **refined** or other processed intermediates (e.g. **Composite work**). Recipe UX and balance **open** (paragraphs under **Process** in [Skill roster](#skill-roster-draft-ideas-by-category)). +- **Production chain shape:** **Agreed**—(1) **Overlapping** paths: shared **inputs**, divergent **outputs** across **Process** / **Make**; (2) **Multi-stage** depth: **Gather → Process → Process → Make** (or longer), with **any** **Process** skill able to participate. Recipe UX and balance **open** (roster intro + **Process** subsection in [Skill roster](#skill-roster-draft-ideas-by-category)). - **Agreed Process boundaries:** **Salvage** vs **Quarry**; **Refine** vs **Synth-chem prep** (physical materials vs bio/chem); **Refine** vs **Fab tech** (base material grades vs chips/PCBs/solenoids and electromechanical fab). Further merge/split ideas — **open** as the roster evolves. - **Cut / defer:** **Food synth** if not a loop. - **Next pass:** pick **prototype trio** (one Gather, one Process/Make, one Tech) for Epic 2/3 slices—align with decomposition when ready.