Now, we all know the importance of clay in this game. Pretty much every product of high quality is linked to clay somehow. To get anything up beyond the first tier of crafting, solid clay is required - ovens for baking, kilns for coal for metals etc, pots for wood and so on. Clay is very rare in the world though, meaning the people who find a strong clay node will defend it fanatically, and are also less likely to share their overflow due to the danger sitting on rare resources entails, which further advances the problem. This isn't a problem in itself, of course. With things hard to get, its importance for players will increase and it will take a central part in interfaction contact - both warfare and trade - something that will lead to a more living world where people are forced to interact with each other.
The problem lies in the exclusion of players without a strong faction to support them, without well-connected friends, or without a famous forum persona. When basically being a 'nobody', chances for getting clay above the first tier of trade goods is very unrealistic.
What I'm suggesting is an adjusting of the Bone Clay formula, to allow it to create higher grade bone clay. Doing this would allow people, through spending massive quantities of bones, to under the right circumstances be able to create some of the over-bottom-tier quality clay, and thus reach at least the second tier (q40) of crafting.
According to the wiki, the current formula is:
sqrt (Qboneash + Qcaveclay x 2 + Qfeldespar x 2)
With the ingredient count of 5x bone ash, 1x cave clay and 1x feldespar, the quality of bones of course gets highly downgraded - with the combined quality of bones counting for a fifth of the total quality value, while feldespar and cave clay each decide two fifths of the quality of the final product. The problem, of course, is feldespar and cave clay pretty much exclusively only spawning on q10-nodes, meaning the only real variable to clay quality is the quality of bones, which is "abundant" on deer, bears and trolls.
The change suggested would be to put stronger emphasis on the bone part of the recipe, something which would allow players to craft bone clay of higher quality than the current levels, so as to help them get a higher grade of clay and bricks for their (very much needed) ovens, kilns, metal-related smelters and treeplanter pots.
Now obviously, the actual change must be calculated properly before being picked. For my examples, let's first imagine a character with q200 bones, q10 feldespar and q10 cave clay - bones being the easiest to get to "max" quality (not counting troll bones here) due to its Survival-dependancy rather than node location. For this example, we'll also imagine that the bone ash has been made in a kiln that does not reduce quality - a rather utopian idea, but let's use it still. Anyhow, putting it into the formula from the wiki:
sqrt (200 + 20 + 20) = ~48
Quality 48. Now, on first glance, this doesn't seem very unreasonable - q48 is slightly into the second tier of goods. The realism of getting here is not very existing though - the example used q200 bones, which requires 200 survival, something which alone costs ungodly ammount of LP to get to. The example also uses a qUnlimited Kiln to avoid bone ash degradation, which is not realistic - for the non-affiliated character, a q20-30 kiln would be more realistically, something which would severely stunt the quality of bone ash, and thus the final produced bone clay. For the next example, let's use a more realistic scenario:
q150 bear bones. q10 feldespar. q10 cave clay. q30 kiln. q30 fuel.
According to the wiki, the quality rate of things ran through the kiln is
Q_product = ½ Q_unburnt + ¼ Q_fuel + ¼ Q_kiln
which basically means
sqrt (2x qUnburnt + qFuel +qKiln)
So for this example:
Bone ash = sqrt(300 + 30 + 30) = q90
Bone clay = sqrt(90 + 20 + 20) = q26
The clay from the q30 kiln results in q26 clay.
Now, let's imagine we're back at the q200 bones, but still using the same kiln etc.
Bone ash = sqrt(400 + 30 + 30) = 115
Bone clay = sqrt(115 + 20 + 20) = 31
The clay with the "capped" (pre-troll) bones would result in q31 clay - a slight upgrade from the current kiln level. So slight that the change in total does nothing.
Now, for a new example, let's imagine the bone clay formula used sqrt(qBoneash+qFeldespar+qCaveclay) - where the strenght of bones were doubled, so to say.
With the "realistic" example of q150 bones - sqrt(90+10+10)= 36 (rounded down).
With the "optimal" example of q200 bones - sqrt(115+10+10)=45
With bone ash given more emphasis, the quality of the clay would now increase through massive sacrificing of bear bones, giving 'nobodies' a chance to craft higher quality goods even with strong factions controlling the clay of the world.
Now, doubling the focus on bone ash might be dangerous though, as the gains could be pretty ridiculous at the top end of the spectrum. Let's do the example i started off with, but with the new formula instead. q200 bones, qUnlimited kiln.
sqrt(200+10+10)= 73
With optimal situation and the new formula, a player could craft q73 clay. This is far into the second tier, but not quite the third tier. To reach the third tier, bones superior to bear bones would be needed, and thus still only available for the very dedicated or very well connected. In effect, by doubling the bone ash dependancy in the bone clay recipe, 'nobodies' would no longer be completely shafted, while factions and powerpersons would still sit on the real strenght, meaning no real loss of stature or domination would happen.