The Secret of Praetoria - Phase 2 Whitepaper Reveal - Part 2: Resources

This is the second post in our Secret of Praetoria - Phase 2 whitepaper reveal series, and this one will be focused on all of the different resources that will be part of the Praetorian economy. In case you missed it, the first post in the series revealed the overall economy flowchart which provides a visual overview of how the entire system will work. This post expands on that by providing more details about each of the resources listed in the flowchart.

Be sure to stay tuned for part 3 of the series that should be out early next week which will go into more details about all of the different buildings that players can construct on their land!


The mystical continent of Praetoria contains nearly 50 different resources that players will be able to harvest or create in order to ultimately produce Item and Spell cards as well as unlock the Secret of Praetoria! The resources are divided into 5 different categories - Natural, Magical, Refined, Special, and Gemstones.

The full list of all resources can be found in the sections below with additional details on how they can be obtained and their uses within the Praetorian economy.

Natural Resources

All land plots, with the exception of those with a Castle or a Keep building, are able to produce a specific kind of natural resource. Each natural resource is listed below along with a description of how it can be used in addition to which types of land plots can produce it.

  • Grain - Produced by Farm buildings and used as food for workers. Can be milled into Elemental Foods which are much more efficient.
    • Terrain Types: Plains, River, Bog, Lake
  • Wood - Produced by Logging Camp buildings and used as a fuel source for resource refining or to create Planks in a Sawmill building for use in building construction and maintenance.
    • Terrain Types: Swamp, Forest, Tundra, Jungle
  • Stone - Produced by Quarry buildings and used to refine into Elemental Stones which are needed for building construction and maintenance.
    • Terrain Types: Desert, Canyon, Hills
  • Ores - There are five different types of ores (listed below) that can be produced by a Mine building. The ores are listed in order of most common to most rare. Higher level Mines have higher chances of finding more rare ores. Ores can be smelted into metal bars in a Foundry building which can then be used in building construction and maintenance.
    • Terrain Types: Mountain, Badlands, Caldera
    • Ore Types (in order of rarity): Iron, Aluminum, Copper, Titanium, Mithril

Magical Resources

Magical resources are only available on certain land plots that have special deposits of these resources. There are seven magical resources that can be found in Praetoria - six that map to each of the magical elements in the game - known as Elemental Resources, and the seventh which is the essence of fearsome creatures that inhabit certain areas of Praetoria. The six Elemental Resources and the element to which they map are listed below:

  • Virtulium (Life)
  • Ulana Seeds (Earth)
  • Sparkstone (Fire)
  • Bottled Storms (Water)
  • Reclaimed Souls (Death)
  • Heliostones (Dragon)

Each surveyed land plot will indicate whether or not it contains a deposit of an elemental magical resource, and which resource it is. On these plots it will be possible to build the appropriate building to harvest the magical resource located there.

The seventh magical resource is "Essences", which can be obtained by building an Outpost on a land plot that is "Occupied" by mystical, fearsome beings. These Essences can then be combined with any of the six magical resources in order to create element-specific Essences which can then be used to create element-specific food, stones, and later Item and Spell cards.

Refined Resources

Refined resources cannot be found or harvested directly from the land plots, but instead are created in special buildings from the Natural and/or Magical resources. In most cases, the Natural and Magical resources cannot be used until they have been refined. The different types of Refined resources along with how they are made are listed below.

  • Lumber - Raw wood can be turned into Lumber in a Sawmill building. Lumber can then be used in building construction and maintenance.
  • Metal Bars - Any of the five raw ores obtained from a Mine can be smelted into metal bars corresponding to the type of ore used in a Foundry building, using raw Wood for fuel. The metal bars can then be used in building construction and maintenance, with higher level buildings requiring bars made from the more rare ores.
  • Elemental Essences - Essences can be combined with any of the six elemental resources to create Elemental Essences. For example, if raw Essences are combined with Virtulium then it will create "Life Essences", and if raw Essences are combined with Sparkstone then it will create "Fire Essences", etc. These element-specific Essences can then be used to create the different types of stones, foods, and eventually Item and Spell cards corresponding to their element.
  • Elemental Foods - Grain can be combined with Elemental Essences in a Mill building (using raw Wood as fuel) in order to create different types of food that can be consumed by worker cards when working on land. Cards of a particular element strongly prefer the food that corresponds with their element and will perform much more efficiently if given that food instead of unrefined Grain. The list of the six Elemental Foods and the magical element to which they are associated is as follows:
    • Pureflakes (Life)
    • Ulana Bread (Earth)
    • Sparkmeal (Fire)
    • Stormcakes (Water)
    • Soulfood (Death)
    • Heliobars (Dragon)
  • Elemental Stones - Stone can be infused with Elemental Essences (using raw Wood as fuel) in order to create different types of stones corresponding to each magical element which are required for construction and maintenance of buildings relating to that element. The list of the six Elemental Stones and the magical element to which they are associated is as follows:
    • Quartz (Life)
    • Limestone (Earth)
    • Granite (Fire)
    • Sandstone (Water)
    • Hematite (Death)
    • Obsidian (Dragon)

Special Resources

Special resources are resources that don't fit into the other categories. Some aren't harvested or otherwise created from the land itself, but instead they are obtained through other methods throughout the Splinterlands ecosystem.

  • Time Crystals - Time Crystals will provide 10K production each towards a construction project including plot clearing, building construction, and building upgrades. In the future they may be able to applied to other things like Item and Spell crafting. Time Crystals can be earned in loot chests from ranked battles or they can be purchased by burning 100 DEC or DEC-B per token.
  • Mana Crystals - Mana Crystals will be required to craft Item and Spell cards starting in version 0.3 (Phase 3) of the Secret of Praetoria expansion. They can be obtained exclusively through contributing Guild Power to your Splinterlands guild. There is planned to be a fixed pool of Mana Crystal tokens per day that can be earned and the amount that each player receives from the pool will be based on their contributed GP as compared to the total contributed GP across all guilds in the game.
  • Trifoil Runes - Trifoil Runes are a special resource that is required in the Runology Tower building for scholars to study and produce Research Tokens to unlock each phase of the Ancient Ruins reconstruction project. Trifoil Runes can be obtained by workers working in Castle or Keep buildings for the owners of Castle & Keep plots. Please see the Castles & Keeps section for more details on how to obtain Trifoil Runes.
  • Research - Research is a non-transferrable resource which is created by providing Trifoil Runes to worker cards in an Runology Tower building. Research earned by a player will increase their Contribution Score towards the Ancient Ruins reconstruction project, and once enough Research has been generated by all players within a particular Territory then the next phase of the reconstruction project can begin.
  • Elixir - This resource is earned by providing liquidity to one of the many pools available on the internal market for any of the Secret of Praetoria resources and DEC pairs. This resource will act as a reagent required to combine Essences with the Elemental Resources. The amount of Elixir earned per DEC worth of liquidity provided to any of the pools will automatically adjust on a periodic basis based on the price of Elixir vs DEC in its own internal liquidity pool. This is intended to maintain a relatively stable price in DEC for Elixir since more will be given out if the price is above the intended target and less will be given out if it is below.
  • Desalinization Crystals - This resource will be able to be purchased using a fixed amount of DEC or VOUCHER tokens and will also be available to be earned through various activities within the broader Splinterlands universe, such as in loot chests from ranked battles or from Guild participation, for example. They will be transferrable and available within the Internal Market just like most other land resources. The exact details around the cost of DC and the methods for earning them in the game are still TBD. They can be contributed to the Infrastructure Projects within each Region to gain various benefits for all land owners in the Region and to earn Salt tokens.
  • Salt - This resource is earned by contributing Desalinization Crystals to the Infrastructure Projects within each Region. It will be able to be mixed with the existing in-game Legendary and Alchemy potions in an Alchemy Lab building to create enhanced versions of those potions which will be transferrable and will be able to increase the chances of producing higher rarity and/or gold foil version of Item and Spell cards when they are able to be crafted in future phases.

Gemstones

The primary use for gemstones will be the crafting of item and spell cards. There will be six types of gemstones corresponding to the six card elements:

  • Diamond (Life)
  • Emerald (Earth)
  • Ruby (Fire)
  • Sapphire (Water)
  • Onyx (Death)
  • Amethyst (Dragon)

Players can get gemstones by contributing to the Ancient Ruins reconstruction effort. Gemstones can then be refined in a Lapidary building. Refined gemstones will have four possible quality levels corresponding to the four card rarities:

  • Dull (Common)
  • Bright (Rare)
  • Gleaming (Epic)
  • Brilliant (Legendary)

The higher level the Lapidary, the higher the chances of producing higher quality refined gemstones. Please note that refined gemstones will be non-divisible (precision 0), meaning that players must always have a whole number balance of them.


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Good lord this will be pretty complex and i can see it getting very expensive for a large land owner. Deff need to make sure i get my funding lined up for the tract im planning on getting soon as i get my damn bank that decided to changing my solo straightened out fuckers lol but may be a good thing to delay a minute here and really analyze it bc im thinking one strategy is to go for the expensive plots like i have some now there producing way more for less overall with RUNI and other multipliers since i have like 6 runi to latch on to some good plots once i acquire a couple more maybe trading some common spell plots for a better one and more legendary plots pulled only one. Then keeps those 6 high performing and go for a tract im in process ofgetting and keep the low cost plots sell off the higher cost or just get a castle or both depending if i can get the right price for a bundle of a bunch. Also might be interesting to have a grain plot in every region or tract if possible to be ableto arbitrage the fees not sure if it works havnt gone throug h the math really but a idea

Will the GP be retroactive? Or moving forward once its released? Also is this for "Donating" or "Lending" GP. One can just bounce Guild to Guild taking the 10% hit if not donated?

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My question is, what will be the new taxes for keeps and castles? Are we getting taxes on the natural and magical resources?

Wow awesome that we got this info so quickly, everything looks amazing to me.

The only thing I'm beating myself up about is that my 4 lands are Plains, Plains, Rive & Lake, so sadly I won't be getting any new resources additional to grain :(

People are going to be diversifying their plots, your grain will be important/needed. I have a lot of desert plots so I am hoarding grain while it lasts.

The Land plot thickens....

#SPT

Lol good one

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Yup. Pumped.

How many buildings can be on a plot in parrallel, or is it just one building, like it is now?

I hope to learn more about this, it seems fun!

This is well thought out.

I'd love to see some more gamification with the map. Those lapidaries could have x chance of being robbed of their stones (PvE, not PvP, they'd be burnt) which could be partially of completely mitigated by having a new building, the watchtower/guardhouse/barracks within a certain distance of the lapidary.

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So if the lapidary is the centre plot here, the 10% chance of being robbed could be reduced by 5% for each guardhouse within those 24 closest plots, as long as the guardhouse is at least the same level as the lapidary.