Just finished up tailoring’s second ability, creating clothing. Simply have the tailoring lv.2 perk, and you will be able to make clothing for yourself using cloth (not tribal/nomadic, purchased at the tailor for 1 gold each) or fur (tribal/nomadic will be able to be acquired by either hunting, or purchasing it at the market I’ll detail in this post). To make the clothing, you will require different amounts of material depending on the size. small, average, and large clothing take 3 pieces of cloth or fur, xs takes 2, xxs takes 1, xl takes 4, and xxl takes 5.
So, I have a new idea for a general market for the player to purchase and sell some items. The main item that could be bought or sold is fur. Fur’s price is going to be 2 gold per fur when purchasing, and 1 gold when selling (sold in stacks of 5, 10, or 15). You could also buy/sell food for/from your personal food store from the maket (A feature that I will start working on fairly soon). This will also be the place to sell your clothing that you don’t need anymore. Note that this is not going to produce a profit for tailors that make their own clothing, this is for balancing issues. If a tailor was able to make clothing using cloth and turn a profit, this would essentially just be a way to get infinite money without any cost to player. I could make it so the tailor only sells so much cloth at a time and needs to be restocked in time. That way, you could make a profit as a tailor but it’s not going to be infinite money. Also, another idea I had was to make it so trying to sell clothing in the sizes XL and XXL would have the same price as large clothing unless your capital county is following a fat approving religion or culture (in which case XL and XXL outfits will have a higher price). The reason is because without those exceptions, the person buying them from you wouldn’t be able to find a buyer for said outfits, so they would be worth less unless the local area had those specific circumstances. I also might make it possible to try and sell potions at a higher price then what the witch sells them for, at the risk of your character being caught selling magical items (which would give a general opinion debuff and a counteracting opinion buff for exposed mages, demons, and fairies). If you do get caught, you won’t be able to sell potions for a very long time (probably a decade), and each time you sell potions you chances of getting caught increases until eventually it becomes a guarantee that you will get caught. You will lose “heat” for selling these potions when the weight pulse fires (or if you get caught, but since you will be banned from selling them for a decade, it really doesn’t make much of a difference).
Next thing I’m going to make will be the hunting system, now that there is a need for characters to get their hands of furs. Unlike the other trades (except fishing, the same will apply for that as well), you will be able to hunt without any experience in the subject. However, your chances of succeeding will be pretty low and you chances of getting injured will be much higher than characters that know what they are doing. Those with the hunting focus will have a small chance every weight pulse to get some free hunting xp. Masters of the Hunt will gain 2 hunting XP every time their weight pulse fires. If you succeed in hunting your prey, you will gain some xp, food for the food store, and fur. If you fail, there is still a fairly small chance of gaining xp but only for characters that are intelligent enough to understand what they did wrong (10+ learning stat, genius trait, shrewd trait, or quick trait). You can still get tutoring from the usual methods, a master of the hunt that knows what they are doing for 30 gold, a friend for 20, or a consort for 10 if they a have at least lv.1 of the trait. The last method to raise the skill will be if you paid for one of your wards/children to learn the skill in childhood, which will give them an option later in life to further that education. This will also be another way to find the witch that sells potions.