This has been discussed before, I don't remember where/who. I'm stealing it to compile here with some additions/changes.

You can call it something else if you'd like.
CP as a counterpart to LP. Likely earned at a lower rate than LP, but some (less common, more expensive) curiosities can be tweaked to give only CP to give them a better niche. A few curios can give both, which makes them feel special (:
Killing creatures also, of course, bestows a small amount of CP. This does not operate as a killing "discovery," but as a consistent source. Scarier creatures give more CP. Dungeon creatures can scale CP given with difficulty. Probably need to make CP from kills split between players involved in combat of said creature for balance
Player kills can grant CP via Hearthling skulls only, which scales similar to LP so as not to (disproportionately) incentivize mass killing of sprucecaps.
CP is naturally spent on the three combat abilities, but ALSO on combat skills (think Forestry, Will to Power, etc etc) which are how you obtain combat moves, instead of the current system where they are randomly and inconsistently obtained by animal kills. Combat skills would make up a tree, you could possibly gate some weapons, curios, etc etc behind them as well.
I like this because it means that you aren't sacrificing industry when you invest in combat stats, and it does away with the annoying combat move gacha we have now. Combat skill tree can provide new players a more digestible and intentional onboarding to combat moves, ensuring they get basic moves sooner and increasing complexity of moves gotten the higher up the tree you go. Discuss why this is or is not ass below
