AI Skill Report Card

Balancing Crafting Ecosystems

B+78·Feb 19, 2026·Source: Web
13 / 15

Immediate Item Analysis:

Item: Steel Sword
Category: Combat Equipment
Base Difficulty: 7/10
Prerequisites: Iron Ingot (5) + Coal (2) + Handle Materials (1)
Player Level Required: 35 (Smithing)
Token Cost: 45
Bottleneck Factor: Iron availability

Start by categorizing your existing items into: Resources → Components → Tools → Advanced Items → End Game.

Recommendation
The Quick Start example could be more concrete - show a complete mini-ecosystem (3-4 items) rather than just one item analysis
13 / 15

Phase 1: Item Categorization & Hierarchy

  • List all items in spreadsheet with columns: Name, Category, Tier, Prerequisites
  • Assign difficulty scores (1-10 scale)
  • Map prerequisite chains (what needs what)
  • Identify natural progression bottlenecks

Phase 2: Resource Flow Analysis

  • Calculate total resource demand for each base material
  • Identify resource sinks vs sources
  • Map skill requirements to item complexity
  • Balance resource scarcity with gameplay goals

Phase 3: Token Economy Design

  • Set base token costs using formula: (Difficulty × 5) + (Prerequisite_Sum × 0.3)
  • Apply category multipliers (Tools: 1.2x, Weapons: 1.5x, Decorative: 0.8x)
  • Test progression curves with sample player paths
  • Adjust for desired time-to-craft targets

Phase 4: Gate Validation

  • Verify no impossible prerequisite loops
  • Ensure meaningful choice points at each tier
  • Balance multiple paths to same outcomes
  • Test early/mid/late game pacing
Recommendation
Add specific numerical targets or benchmarks in the workflow (e.g., 'aim for 3-5 items per tier' or 'progression should take X hours')
16 / 20

Example 1: Basic Tool Chain Input: "I want a Steel Pickaxe that's better than Iron" Output:

Steel Pickaxe (Tier 5)
- Prerequisites: Steel Ingot (3) + Wood Handle (1) + Smithing Lvl 25  
- Token Cost: 35
- Unlock Requirement: Mine Level 15+ accessed
- Efficiency: 2.5x Iron Pickaxe mining speed

Example 2: Complex Crafting Web Input: "Advanced Electronics crafting branch" Output:

Tier 1: Copper Wire, Silicon Wafer
Tier 2: Basic Circuit, Resistor  
Tier 3: Microchip, Battery
Tier 4: Computer Component
Tier 5: Quantum Processor
Each tier requires previous + new skill threshold
Recommendation
Include a template or framework section with a ready-to-use spreadsheet structure or formula set that readers can immediately apply

Resource Design:

  • Use 3-5 base resources, 8-12 intermediate components
  • Create 2-3 alternate paths to high-value items
  • Make rare materials genuinely rare but not RNG-dependent

Progression Pacing:

  • Early game: New unlock every 15-30 minutes
  • Mid game: Major unlocks every 2-3 hours
  • Late game: Complex projects spanning multiple sessions

Token Economics:

  • Start conservative, increase costs exponentially past Tier 3
  • Make advanced items cost 3-5x their prerequisites combined
  • Include "luxury tax" on convenience/aesthetic items

Skill Integration:

  • Each crafting tier should require skill investment, not just resources
  • Create skill specialization benefits (10-20% efficiency bonuses)
  • Gate power spikes behind both resources AND experience

Avoid Linear Progression: Don't make every item strictly better than the last. Create situational advantages (speed vs durability vs special effects).

Resource Hoarding Problem: If materials have only one use, players stockpile. Give each resource 2-3 different upgrade paths.

Skip-Ahead Exploits: Don't allow players to bypass intended progression by finding/trading advanced materials too early.

Dead-End Items: Every craftable should either be useful long-term OR feed into something better. No useless intermediate steps.

Complexity Overload: If your crafting chart needs a PhD to understand, simplify. Players should intuitively grasp the next 2-3 steps ahead.

Use spreadsheet formulas to auto-calculate costs: =SUMIF(Prerequisites)+DifficultyScore*5 for consistent balance testing.

0
Grade B+AI Skill Framework
Scorecard
Criteria Breakdown
Quick Start
13/15
Workflow
13/15
Examples
16/20
Completeness
18/20
Format
14/15
Conciseness
12/15