Actualy this could lead to a discussion very dear to me : production complexity. I personaly LOVE creating items with a very long build path, featuring multiple fields of infastructure and a lot of planning. Such items bring out the planners in us and give an extremely satisfying feeling when you finaly do create it. But it does have to be moderated so the game doesn't become overly complex where it shouldn't be. The balance felt very good in Haven with multiple industries overlapping to create end products. The only real improvement I would love to see is possibly creating more "base" resources to work quality up off. I'm talking clay/water/soil/flax. The first 3 are purely based on location location location and the 4th on dedication. This is, of course, already very good and provides chances for small communities to matter, but I think we could go even further. Possibly adding some rare base buffers that can be achieved whilst working up an industry. I'll give an example idea I came up with and you are free to tell me why it's a shitty idea :
The God's faith buff mechanic :
We currently have village idols as hubs of the villages, being used as teleporters above all else. What if we took it further? I propose creating a resource sacrifice mechanic. Example :
Let's say we have a basic player village.
In this village every industry is being worked, it features farms, mines, etc.
For the sake of the example, let's say that every single industry produces goods of the exactly same quality - N.
Now let's say that this village has decided, that they want to produce the best cheese ever. They would have a lot of competition against other villages to reach that highest quality so they need something to seperate them from the rest.
As such they decide to invest in their village's "faith in God of livestock".
They stockpile a ton of resources of different kinds and bring them all to the village idol.
There they burn all of them to please the gods.
The Gods are pleased and buff every animal in the village to produce N+X quality goods (meat/investines, etc).
This village now has superior livestock to other villages, because of their decision to invest in the field. Now they are able to produce much higher quality cheese, by sacrificing goods of other fields.
This mechanic can be implemented in many ways. Making it possible to please as many gods as you want a little, or only focusing on one, but gaining a significantly larger boost. Quality of the sacrifices can have a huge impact on the buff, the choice of goods can too. For example, if you want to please the God of rock more, you sacrifice your best metals to him OR the opposite, sacrifice goods of a completely opposite field, like food.
Possible issues? Making multiple (one industry-focused) villages in which no1, but the people working on that industry work. This could be tackled by creating the buff extremely resource intensive to increase with a very high cost for the very first buff, which would make it important to invest a lot in one, rather than a bit in many villages. You could also encourage specialized villages OR even implement the mechanic on a micro level to simple claims. Imagine a noob, who has been playing for a week, gather what little forest goods he has collected to his claim totem and sacrificing them all to increase his crop quality by 10, giving him a nice point to move away from forest goods and start consuming personaly farmed food. Something on those lines.
I think such a mechanic would fit very well with the theme of Hafen and I know you do enjoy faith in your games, Jorbtar

What do you, guys, think of such a mechanic?