There is a lot of talk about the land expansion and excitement around it so I decided to create a summarization of what was foreshadowed till now in this miniseries. This is going to be a bottom to the top run through, where we start with items, move to buildings, lands and regions.
You can find here all my articles on land (including this one):
- What do we Know about Items and Spells
- How Could It Work - Items and Spells A Few Thoughts About The Expansion
- What do we Know about Buildings - Splinterlands Land Expansion
- What Do We Know About Plots, Tracts and Regions? - Splinterlands Land Expansion
Todays topic will be buildings
Buildings overview
Each land plot can have only 1 building on it. Buildings in Splinterlands will produce resources, items and spell or they will provide storage or improve the production of surrounding lands.
Not all buildings can be built on each land.
- Storage - can be built anywhere
- Manufactures - can be built anywhere
- Resource production (i.e. mills, sawmills, mines...) - can only be built on land with the given resource
- Castles/Keeps - has a pre-set location on each region/tract. These building can't be destroyed
Managing Buildings
Resources, DEC and time will be needed to :
- Construct buildings
- Upgrade buildings
- Maintain buildings
Destroying a building will return a fraction of the building materials used to construct the building.
Upgrades will provide these benefits (depending on the building type)
- Increased Production
- Reduced costs
- Higher chance to produce rarer Items and Spells
...
Upgrade costs will increase on higher levels.
Building usage
There is only very little we know as off now about building usage.
The productivity of a buildings will depend on the monsters and creatures used in the building. Gold Foil Legendary creatures will max the production of a building, but creatures and monster used in buildings can't be used in battles.
The next sections will go into:
- Gathering resources
- Transporting resources
- Crafting Items
- Castles and Keeps
Gathering resources
Types of resources
Natural resources:
- Grain
- Wood
- Stone
- Ore
Magical resource:
- Fire - Sparkstone
- Water - Bottled Storms
- Earth - Ulana Seeds
- Life - Virtulium
- Death - Reclaimed Souls
- Dragon - Heliostone
Transporting resources
There will be a resource economy, where gathered resources will have to be moved on land (takes time and costs) to the Production sites. The production site will have a limited storage so Storage buildings should be built near to production
sites. This should encourage communication and planning between plot owners as only one building can be built on a plot.
We don't know how storages will work, neither the transportation of goods.
Crafting items
When all resources are prepared, then it is possible to craft items and spell in the manufacturing buildings. The below prerequisites are required:
- Creatures
- Monsters
- Time
- DEC
- Magical Resources
- Shards
(Check here for more details: What do we Know about Items and Spells)
The owners of the buildings can rent the building out for a fee. A marketplace will be created for these transactions. This way the owner can earn a fee, even if they don't have the resources to use the buildings.
Castles and keeps
All plots are grouped into bigger entities. 100 plots create one tract and 10 tracts create one region. These territories will be encouraged to work together, so that they can offer the best deals on the markets and to increase their productions (higher level keeps and castles may increase the production or the production limits of plots).
Castles and Keeps will provide special benefits to their owners, like that they may receive a cut of the resource liquidity pools (most probably trades, renting done in the region/tract the castle/keep is in).
Community contributions may be allowed to incentivize the owner to upgrade castle/keep levels.
Totems
"Totems" have been imbued with magical energy that can provide significant benefits to players that can harness them. They can be placed in buildings to provide specific benefits.
Each totem will provide one very specific type of benefit i.e.:
- speed up Death Splinter Item card minting time
- increase the rate of Sparkstone harvesting
- reduce the maintenance cost of a Farm building
Due to this users who own totems and lands might discover after the expansion is released, that their totems are not useable on their lands.
Totems will have rarities:
- Common
- Rare
- Epic
- Legendary
The more rare versions give larger benefits than more common ones.
Totems are tradeable NFT Items.
Totems were distributed in the Splinterlands Land Raffle. but once the land expansion is live there will be additional ways that these can be acquired.
Till then, see you in Game! :)
Dividers designed by @nane-qts : https://peakd.com/hive-13323/@nane-qts/free-splinterlands-graphic-resources-20
Short ad for players who would like to start playing
If you are new to the game, then feel free to reach out to me on the Splinterlands Discord channel https://discord.gg/7TjZ2jg2 , my username is Arkasz there as well.
If you would like to buy a spellbook the game feel free to use my referral link https://splinterlands.com?ref=arkasz and let me know your in game name. I will send you some DEC so you can start renting cards and delegate to you a few cards for starters as well.
!PIZZAI love to read these land teasers. I can't wait to make use of the plots of @solymi who is the same person as I am.
Thanks for the kind words, more to come! !PIZZA
You forgot to mention how to get your hands on land. E.g on hiveengine or tribalex. Picked up a few plots cant wait to see what we all get.
This post is about what we know about buildings, not where to get land :)
But thanks for pointing this out, for the ones interested!
!PIZZA
This is a great overview that I personally find very helpful - being someone who does not yet own any land, but certainly plans to acquire some in the near future.
What's your plan for the land expansion? Are you stocking up on some plots, or instead have another strategy?
!1UP
I did got caught by the hype around land and basically by getting through all the information we have on them I want to make a strategic decision.
What is clear from all this, that land won't be golden goose. A lot of investments will need to flow into it to build, maintain, upgrade and produce. Just the fact that rarer monsters will have a better chance to produce better results (as mentioned in the posts legendary gold foil creatures will provide the best chance for quality items) means, that land alone will not win you the game. Now hopefully the market will be generous enough and I will make the right decisions to support the developments of my plot :D
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Very nice break down and good way to show a lot what is coming
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Thanks for the feedback! :)
This is great stuff and will be very helpful for new players onboarding. There is also heavy speculation even from the Wizards themselves SPS will be a huge factor most likely needed for building upgrades and various other aspects.
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