I say “clay” but I suppose the same applies to wood and stone.
- Get enough clay
- Craft a clay pile
- Place a clay pile
- Harvest come clay from it, then cancel harvesting
- Order to pick the pile up and return to your stockpile
In the end the selling price of your clay pile remains unchanged, and it’s no big wonder. As far as I know items in SH have static value in coins and “partially used” resource like this has no special treatment.
The result is not particularly good because:
- Logically, a “used” or “incomplete” resource should cost less
- I can abuse the system by harvesting 17 clay from the pile (it contains 18), then selling the pile and buying more clay from the merchant.
While it’s not a bug, it would be nice to handle this oversight somehow. I see two ways:
The complex one: make prices “dynamic” based on a new property of items called “durability” or something like that. (can also prove useful later if we want to make equipment breakable)
The easy one: make “incomplete” resources unsellable. (doesn’t resolve some “wrong” impact on the “total gold value” of the town)
It would be useful for both options to see the remaining amount of clay in a pile. In this way in option 1 we will be able to see why are our used piles cheaper than we would expect, and in option 2 we will be able to see which piles are sellable and which aren’t.
PS. Obviously it’s not a No.1 priority issue, but handling it would be a nice touch.