Best Of
Alright I'm not even going to beat around the bush about this. Farming as a means of commodity production is a big failure in its current state, and I have very little hope that Mining and ??? will deviate from this.
There are a few of reasons for this and they're all a bit interrelated:
1) It has taken way too long to get all of these skills out there.
2) Farming is tedious and there is little room for it to be rewarding, and there is no reason to expect the other skills to not be similar.
3) There is a huge bottleneck in the time it takes to produce items in the production facilities.
4) There is a hard cap on the number of people who can actually participate in this system.
There are also peripheral problems, such as market orders and provisioning that only allows a very small number of people to take part (despite the Provisioning skill costing 100 credits to even buy), but I'm not going to focus too much on that here. Instead, I'll go over the four points I made above.
1) It has taken way too long to get all of these skills out there.
With the time it seems to have taken Farming to come out, and then now for Mining, and whatever the ??? third skill will be, commodity stockpiles have been dwindling overall. Beyond the trickle of comms that you can buy from villages, there is just no way to produce all but 4 of the comms right now.
2) Farming is tedious and there is little room for it to be rewarding, and there is no reason to expect the other skills to not be similar.
Growing crops/calves is an incredibly tedious exercise and it can become a daily chore for some people. Given the time investment, you would expect the reward to be fairly high, but that just isn't the case. The problem here is that there are gold sinks (in the form of seeds, maintenance etc.) here with absolutely no "faucets" other than the production of commodities. This is not a bad thing except the burden is on cities to provide the reward for the farmers. Once the gold sinks are taken out of the equation, it is a zero-sum situation. For every gold of profit the farmer receives, the city is paying one gold. Cities can adjust taxes and prices, but all they really do is shift how much gold the farmer receives/city pays. This means cities are limited in how much reward they can offer the farmer, not just because their own gold is a finite resource, but because if they tried to pay too much they'd have to price their own comms for sale even higher, leading to a surge in prices for final products that we all use.
3) There is a huge bottleneck in the time it takes to produce items in the production facilities.
Production facilities take time to produce goods and this becomes one of the biggest reasons why this whole system is currently a failure. Take rope as an example. I won't explain the maths in this post (I can walk through it later if people want me to), but it takes 45k rope (as well as 22.5 mil gold, 60k leather, 35k iron, and 22.5k coal) to buy and fully upgrade a clothier. With a level 3 clothier and 3 apprentices, assuming the production facility is used with 100% uptime to produce rope, every RL year the facility would still only be able to produce around 32k rope. This means that just to produce enough rope to cover the initial rope cost of the facilities would take a city close to 1.5 RL years of full time rope production.
4) There is a hard cap on the number of people who can actually participate in this system.
Very closely related to point 3, the number of people who can actually participate in ridiculously low. Again not going to go into the maths here, but if we continue to use hemp/rope as an example, 2 farmers could potentially produce more hemp each year than a single fully upgraded clothier can handle. This is a hard cap, which means even if you have 50 people who want to get into farming, they cannot actually make use of the raw resources they generate because there will just be an indefinite backlog in the production facilities with just those 2 farmers.
Points 3 and 4 actually lead to another issue, which is that these caps are static. It doesn't matter if we have 10 players or 1000 players playing the game and using up comms. The rate at which we can generate them remains static and we will find ourselves with more and more shortages if the system remains this way.
I really want to be hopeful for Mining and ??? to fix our commodity issues but given how far off we are with Farming, and to a somewhat lesser extent Provisioning, I just don't see why we wouldn't have similar issues there unless there is a fundamental shift in design goals. I know a lot of people are excited about Mining, but I can't help but feel that many of them will just end up being disappointed after they find out all their efforts will be for naught.