From f8d99bfd4d21df328f82bcf48230742a4c2b5684 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:14:34 -0400 Subject: [PATCH] chore: note overlapping Process/Make production chains in skills doc --- docs/game-design/skills.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index a50a88f..8d6b009 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -73,6 +73,8 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** #### Process — turn raw into workable intermediate +**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. the same gathered or refined feedstock feeding **Refine**, **Synth-chem prep**, or **Bioprocess** paths with **different outputs**. Data-defined recipes carry the truth; overlap is **intentional** for a dense, interconnected economy. + | Skill | What it covers | Open / merge | |-------|----------------|--------------| | **Refine** | Smelt, purify, reduce ore and scrap to usable grades. | Merge vs **Synth-chem prep**? **open** | @@ -109,6 +111,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** **Cross-cutting notes** +- **Overlapping production chains:** **Agreed**—shared **inputs** across **Process** / **Make** with **different outputs**; recipe UX and balance **open** (paragraph under **Process** in [Skill roster](#skill-roster-draft-ideas-by-category)). - **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy. **Salvage** vs **Quarry** split (**consumer goods / vehicles** vs **urban infrastructure** materials) — **agreed**. - **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.