Tech idea.
Currently tech is a little… off. Getting hard leather after iron and in some cases… steel. But that’s not where I am at, that is a thread for another day and a thread that has already been discussed. Right now, we have a single linear tech tree… that is generally uncovered rather quickly. Then comes the slow march of making said tech/items better via quality. But what about exclusive tech:
Lets take for example… Magic, but the same logic could be applied to industry or weapon smithing just with different sub skills.
The player makes a curio. This curio takes a lot of time and rare resouces. When its been studied, it gives LP and opens the skill Magic to be bought. Whatever the cost Player 1 takes it. Gets access to a basic skill… lets for examples sake say a “fire stick” this uses no stamina to light a fire. Just like flint and tinder.
Later, player 1 discovers that if they study the curio for magic and another rarely made curio.. they get access to ritual magic or alchemic magic (if another curio was combined with the first). Player chooses ritual… cannot choose any now as a choice has been made. gets to make some more shiny shit for this skill… but now unlocks a new “stat” magic. This magic stat gives mana (or another “special” resource for the skill tree taken). Now, you are thinking meh… another skill to learn. Ill just have 6 alts and use them all. BUT!
Each claim can only have one tech skill path active at any time, so for example sake… lets pick ritual magic. Now I know what you are thinking now, ill just make an alt claim a little outside of the village and do “alchemic magic” there, then bring my goods into the village. Great idea, encourages trade, which is part of the point.
But to prevent one village or player doing it all… any claims within a certain distance (naturally would need testing and balance) will receive negative modifiers if another tech skill type is within that distance. Village claims will overpower “player” claims, and older player claims will overpower newer player claims. This tech skill is chosen on the claim idol. If no skill is chosen, then there will be massive penalties to anything higher then skill teir 1. Maybe even prevent the tech skills use.
Also keep in mind, this type of tech should be made that hard to acquire initially… so people can’t just rush for it. To do this, we could do a number of things. To get the skills we should work for them. We would need a curio, either a rare drop, or a hard craft. It will give LP but also unlock a teir 1 skill. To get teir 2, you would need the initial curio for teir 1, plus another… the other will unlock a sub teir… not random. Teir 3 will need teir 1, teir 2 and then another, again, it will unlock something based on that curio. Here we would need the curios relevant to the skill being learnt… eg, nature magic… should be heavily reliant on forage and farming to get the curios. Not metals and mining, like a blast furnace skill would.
All of this will give people things to do mid to late game. I also accept that this is a long post, and it’s a lot to take in.
TLDR, give us some end game skills that are hard to get, but let us have something to work towards after 2 months.