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Empire demand will depend on the individual groups. If an empire has 10 dedicated players fishing, they'll probably not have much demand for common resources, but may have buy orders out for the rares. A smaller settlement that lacks a dedicated player for every profession may be more willing to travel to your trading stand for both common and rare resources. Travel distance would also be a factor. Sadly, no simple answer and more variables may be added to the economy as EA progresses.
For fish in particular, it was a favored ingredient for food, so groups will probably want a dedicated fisher or two, depending on their size.
There will also be 6 skills that are not directly tied to progression. I'm not 100% sure what they all entail, but cooking & taming in particular, will be quite popular and may be skills a player could devote the majority of their time towards.
The Twelve Professions:Scholar, Blacksmith, Masonry, Mining, Forestry, Carpentry, Hunting, Leatherworking, Foraging, Tailoring, Farming, Fishing
I guess Titris forgot that one. There were also "secondary" professions, e.g. explorer (traveling the map), fighter (when killing dangerous animals), etc but those did not have (yet) any benefit/impact (like rewards, etc)
In Alpha 3, we had Construction, Exploration, Lore Keeper, Slayer, Taming, and Trading as the Secondary Professions (now Skills). They haven’t said which one is no longer included, but they did say all content will remain.