So the main ideas here are: -Take advantage of the game's existing price modifier: Item quality. Why should a farmer suddenly get X% more for crops? It should be because they're growing better crops, right? - Less magical money bonuses. Items are worth more because the farmer produces better items. - Iridum-tier represents the pinnacle of a farmer's spec and is largely inaccessible to other specs. Farming > Rancher: Increases base and maximum animal happiness "1 heart" Based on the idea that happier animals give better stuff. Having 6 hearts instead of 5 means a roughly 20% quality increase, letting the player achieve higher quality goods and helping new animals upgrade faster. >> Shepherd: Gives animals another min/max heart(2-7, unlocking iridium quality while improving new animals to mid silver tier). Chance of their special item dramatically increased. For the true animal lover. >> Butcher: Incubators work 100% faster and barn animals are twice as likely to breed. Animals can be fed again to increase happiness/value faster. Animals sell for 25% more. For the man who loves bacon. Fatten them up! > Tiller: Increases base crop quality 10%, providing a good chance at silver quality goods. >> Agriculturalist: Crops grow 10% faster(minimum 1 day reduction) and have 15% higher quality (25% total, always silver or better, high chance of iridium with fertilizer) Gigantic crop chance doubled. Crops crops crops. Become the breadbasket of the world. >> Artisan: Artisan goods mature 50-100% faster. For the gourmet man. Age your wine, age your beer, age your cheese. Note that this does not affect the initial processing time, but instead reduces the time required to upgrade to silver-gold-iridium. Of course I don't really know if these talents are necessarily balanced against each other, but I do want to give each play style a chance to succeed. Thoughts?