Hello.
Most actions performed has a chance of resulting in inspirationals. Digging yields fragments of the old town, grabbing coal clamps gives unscathed wood, chopping trees gives the cross-shaped splinters and so on. On the overall, it seems the game wishes to have carrots available to menial tasks such as these, to make them desirable for people to do in addition to, or aside from, the direct function of whatever they're making. This is a good thing - it makes repetitive upkeep-like work such as refilling ore or harvesting fields rewarding outside of the main produce.
That said, there's still a bunch of repetitive and less-than-desirable work that yields no rewards aside from the base function. I'm talking specifically of constructing buildings such as houses and walls, lime / rock / ore, both digging and chipping, as well as destroying buildings and walls. These are time-eating activities that are none the less rather neccessary, but they separate from the rest of the actions in Salem by not having any rewards outside the base function. I feel this separates from the overall way this game works.
Now, what inspirationals to give and at what frequency would be completely up to balance, so I won't even get onto that.
I'm sorry if this has been brought up before, as this is a rather basic suggestion, but I didn't find anything through searching.