Alrighty I'm home again.
I've been putting my attention towards crafting, resources and tools while I was out of town.
As it stands my plan is to have the quality of a product determined by four things. The quality of the resources used to make it, the skill of the crafting citizen, the quality of the tools used, and the magical enhancing of the player's avatar.
My hope is that this will work in such a way that it is relatively easy to create low quality products, but that a genuine effort is required to make the highest grade equipment. Part of this will be the idea that you use the smithing hammer you have to make higher quality smithing hammers, that allow you to make even higher quality tools, and products.
The math behind this is going to use the resource attributes as a base value, with tools, skill, and enhancement acting as modifiers. This will ensure that the maximum end quality will be limited by the resource being used.
A secondary element I want to use is the concept of selection. The idea is that you have, for instance, a grove of trees. You have three ways you can harvest these trees. You can take only the best trees, which gives you resources with slightly better stats than the grove is listed at. You can take a random sampling of trees, giving you a resource with stats matching the grove's listing. Or you can take only the worst trees, giving you a resource with stats slightly inferior to the grove's listed stats. If you are taking the best, the stats of the grove as a whole gradually decline, if you are taking the worst, they increase. This would be applied to any renewable resource, (i.e. reproducing) including plants and animals. This concept may also be applied in some way to the civilizations on your airland as well, but I haven't fleshed that out fully.
I threw together a few notes of how the resource/crafting system might work, working the way up from having nothing but bare hands to having tools. q1 and q2 are used simply to show a difference in quality reflective of having tools that are of a type that provide better bonuses. (a pole and a stone point utilize a greater portion of their materials properties than a stick and sharpened stone do.):
Non-Toolbased Gathering:
Foraging = q1 plant
Scavenging = q1 carcass
Downed Wood = q1 wood
Picking Rock = q1 stone
Non-Toolbased Resource Processing:
q1 plant + q1 stone = q1 food + q1 seed
q1 carcass + q1 wood = q1 food + q1 bone
q1 wood = q1 straight sticks
q1 stone = q1 sharpened stone
Non-Toolbased ToolMaking:
q1 straight sticks + q1 sharpened stone:
q1 spear
q1 axe
q1 knife
q1 pick
q1 hoe
q1 hammer
Basic Building:
q1 wood + q1 stone:
q1 buildings
Toolbased Gathering:
Cultivating(tool:hoe, site:field + q1 seed) = q2 plant
Hunting(tool:spear) = q2 carcass
WoodCutting(tool:axe) = q2 wood
Quarrying(tool:pick) = q2 stone
Mining(tool:pick) = q2 ore
Toolbased Resource Processing:
BoneCarving(tool:knife)bone = needle, hook, dagger
Milling(tool:millstone)seed = flour
WoodCarving(tool:knife)wood = handle, pole,
Butchering(tool:knife)carcass = food + bone + leather + sinew
StoneFinishing(tool:hammer)stone = stone block, stone point
Toolbased ToolMaking:
pole + stone point = q2 spear
handle + stone point = q2 axe
handle + stone point = q2 pick
pole + sinew = q1 bow
pole + sinew + hook = q1 rod
leather + sinew(tool:needle) = q1 sling
I'm hoping I'm describing this all effectively, if not, rest assured it makes sense to me.