wolf1000wolf wrote:Here's a hot take.
You shoulda just left it at this
One big fat problem with all of this- in the void of not having any of these systems interacting with other players in a constant flux of antagonism and communal attitudes, the game loops mean literally nothing.
Everything in this game is about constantly trying to improve the numbers of the stuff you have and make in comparison to everyone else, and mastering them gives you the reward of having a significant skill gap over your competitors that you can use to leverage yourself over them.
Just as an example, why do I care in the slightest if my eating table is fully decked out with all the best symbel and loaded with the best food, all fed into it as the complex products of every single industry I have if I'm at no disadvantage against competitors by not trying to constantly push these things because they cannot impact me in any way I would want to prevent and vice versa
What you're asking for is fundamentally incompatible with the basic design principal of Haven and Hearth, and I gotta be honest if the principal which underlines your idea is the one you wish was in place, this might not be the game for you.