The Secret of Praetoria - Phase 2 Whitepaper Reveal - Part 3: Buildings

Welcome to the third post in our Secret of Praetoria - Phase 2 whitepaper reveal series. This one will be focused on the various buildings that players can construct on their land plots. 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, and the second post in the series covered the details of all of the resources that make up the Praetorian economy.

Be sure to stay tuned for part 4 later this week which will cover some of the other mechanics of the land expansion such as storage, internal markets, and the desalinization process!


One building may be constructed on each player-owned land plot within the continent of Praetoria. The plot owner may choose which building to construct on their land plot (except for plots with Castle or Keep buildings) from the list of buildings available based on the land terrain type and available resources.

There are three types of buildings available for players to construct - Resource Production, Resource Refinement, and Resource Storage buildings. Details about each of these types of buildings as well as the list of specific buildings of each type can be found below.

Constructing a building will require a specified amount of certain resources as well as DEC / Vouchers, and will require a specified amount of Production to complete (provided by the worker cards on the land plot). Only the base production of the worker cards on the land plot will apply for building construction. Boosts such as Titles, Totems, and Runi will not affect building construction production. Time Crystals may be used to speed up building construction at a rate of 10k Production per Time Crystal spent.

Additionally, each building will be able to be upgraded to 10 different levels (unless otherwise specified). Upgrading a building will work the same as constructing a new building in that it will require a specified amount of resources and DEC as well as a specified amount of Production from workers to complete. Time Crystals will also be able to spent to speed up building upgrades at the normal rate. Buildings will not produce any resources while they are in the process of being upgraded or constructed.

Resource Production

Resource production buildings may only be constructed on land plots which contain the appropriate resource. For example, Mines can only be constructed on Mountain, Badlands, and Caldera terrain as those contain Ores. Similarly, a Soul Extractor may only be constructed on a Magical land plot that contains Reclaimed Souls and an Outpost may only be constructed on an Occupied land plot. The full list of resource production buildings and the plots on which they can be constructed is shown in the table below.

All resource production buildings also contain a relatively small amount of storage space for food resources as well as the resource that they produce. All resource production buildings have a total of 10 different levels, and as they level up the amount of resources produced per unit of production increases along with the amount of storage space provided. In the case of the Mine building, there is also increased chances of finding higher rarity ores at higher levels.

All resource production buildings will require worker cards to operate. The amount of resources produced per unit of time will be affected by the following factors:

  • The production from the worker cards
  • The level of the building
  • The rarity of the land plot
  • Boosts such as Titles, Totems, and Runi
BuildingResourceAvailable Plots
FarmGrainPlains, River, Bog, Lake
Logging CampWoodSwamp, Forest, Tundra, Jungle
QuarryStoneDesert, Canyon, Hills
MineOresMountain, Badlands, Caldera
Sky NimbusVirtuliumMagical - Life
Botanical GardensUlana SeedsMagical - Earth
SparkmineSparkstoneMagical - Fire
Storm SchoonerBottled StormsMagical - Water
Soul ExtractorReclaimed SoulsMagical - Death
Obsidian ObeliskHeliostonesMagical - Dragon
OutpostEssencesOccupied

Resource Refinement

Resource refinement buildings can be built on any land plot except for those with a Castle or Keep building. All resource refinement buildings also include a relatively small amount of storage for all of the input and output resources involved, including food.

Resource refinement buildings have a total of 10 different levels and as they level up the efficiency of the resource refinement process increases along with the amount of storage space provided. In the case of the Foundry building, higher levels will unlock the ability to refine higher rarity Ores, and the Lapidary building will have higher chances of producing higher quality Gemstones.

All resource refinement buildings will require worker cards to operate. The amount of resources produced per unit of time will be affected by the following factors:

  • The production from the worker cards
  • The level of the building
  • Boosts such as Titles, Totems, and Runi

Please note that the rarity of the land plot will NOT affect the rate of production from resource refinement buildings.

BuildingInputsOutputs
MillGrain, Wood, Elemental EssencesElemental Foods
SawmillWoodLumber
Lithification SiteStone, Wood, Elemental EssencesElemental Stones
FoundryOres, WoodMetal Bars
LaboratoryEssences, Elemental Resources, ElixirElemental Essences
LapidaryGemstonesPolished Gemstones
Runology TowerTrifoil RunesResearch
Alchemy LabSalt, Legendary/Alchemy PotionsEnhanced Potions

Resource Storage

Resource storage buildings can be built on any land plot except for those with a Castle or Keep building and, as the name implies, provide a significant amount of storage for the specified resource(s). All resource storage buildings will also contain a relatively small amount of storage space for food resources which will be consumed by the worker cards and for Elixir which can be earned by providing liquidity on the internal market. For buildings that allow the storage of multiple different resources, for example the Metal Silo which can store all different types of ores and metal bars, each unit of each different resource may require different amounts of storage space.

For example, each unit of Iron (the most common ore) stored in a Metal Silo will take far less units of storage space than a unit of Mithril (the rarest ore). Even though Iron may be physically larger than Mithril, the more rare resources may require more specialized storage areas to store them safely which will be represented as requiring more units of storage space. Similarly, refined resources will typically take more storage space than unrefined resources.

All resource storage buildings will require worker cards to operate, as well as a power source or Runi and staked DEC. The amount of resources that can be stored will be affected by the following factors:

  • The production from the worker cards
  • The level of the building
  • Boosts such as Titles, Totems, and Runi

Please note that the rarity of the land plot will NOT affect the amount of storage available from resource storage buildings. More details about how storage will work will be included in a future whitepaper reveal post.

BuildingResource(s)
GranaryGrain, Elemental Foods
LumberyardWood, Lumber
Stone YardStone, Elemental Stones
Metal SiloOres, Metal Bars
SanctuaryVirtulium
Seed BankUlana Seeds
HoardSparkstone
Storm CasketBottled Storms
PurgatoryReclaimed Souls
Gloridax VaultHeliostones
Energy WellEssences, Elemental Essences
Elixir VatElixir
Salt BarnSalt
Crystal CavernMana, Time, & Desalinization Crystals

Maintenance

Every building, unless otherwise specified, will require resources to be expended to maintain the building at its current level on a monthly basis. The maintenance costs will be a small percentage of the same resources required to upgrade the building to its current level and will vary based on the amount of usage of the building (production) over the course of the month. The maintenance cost for a building can be paid at any time, and can be paid for multiple months at one time, however if the full maintenance cost for a building has not been paid by the end of the month then the building will drop down one level.

When a building is upgraded to a new level or when it is first constructed, the maintenance cost for the first month will be part of the construction costs, so maintenance payments will begin in the second month after a building is constructed or upgraded. If a building is upgraded, any maintenance costs that were paid in advance will be applied towards the maintenance costs going forward after the upgrade. Please keep in mind, however, that the maintenance costs will increase each time a building is upgraded.

It is planned that the maintenance cost for a building will be proportional to how productive it was in the previous month, so that means a building that had 100k Production on average for a month will have a higher maintenance cost the following month than the same building with 10k Production on average. There will be a minimum maintenance cost for all buildings even if they have not actively produced anything over the previous month.

Repurposing Buildings

The fact that there is such a diverse array of different resources and buildings that are part of the economy of Praetoria allows players to maximize the earning potential of their Praetorian business by finding and filling different niches within each Region, Territory, or even the entire continent. We expect that there will be many underserved areas in different parts of the continent which can present arbitrage opportunities for players.

Being able to repurpose buildings will allow players the flexibility to take advantage of those opportunities when they inevitably arise, and we expect this to be an important part of maintaining a liquid and balanced economy overall.

Any player-created building can be repurposed into any other player-created building (as long as the repurposed building is able to be built on the same land plot) through a process similar to upgrading a building. This includes supplying a specified amount of various different resources and assigning worker cards to construct the repurposed building over time. The cost and time required to repurpose a building will depend on how different the new building is from the old one, but will always be far less than would be required to build the new building from scratch.

For example, the cost and time required to repurpose a Lumberyard to a Metal Silo will be far less than the cost and time required to repurpose a Lumberyard to an Alchemy Lab. Additionally, if a building is repurposed to be something very different than the original building, the repurposed building may be lower level than the original building.

Castles & Keeps - Trifoil Runes

As mentioned in the Special Resources section of the document, the Trifoil Runes resource can only be obtained by workers in a Castle or Keep building. Trifoil Runes are a required resource for scholars to study in order to produce Research Tokens in the Runology Tower building which are needed to unlock each phase of the Ancient Ruins reconstruction project. This makes owning a Castle or Keep quite valuable due to the fact that it is the only way to produce Trifoil Runes.

Like most resource production, the amount of Trifoil Runes produced on a Castle or Keep building will be based upon the Production of the worker cards (including all of the normal boosts such as Runi, Totems, and Titles), as well as the level of the building. Castle and Keep buildings will have 10 levels like most other buildings and can be upgraded the same way as other buildings. Castle and Keep owners will also need to pay maintenance costs like with other buildings to prevent the building from falling down in level and Trifoil Rune production dropping. Castles will also have significantly higher Trifoil Rune production per level and worker Production than Keeps.

Please note that Castle and Keep buildings will provide storage space for Trifoil Runes as there is no specific storage building for those. Please also note that Castles & Keeps are still planned to collect a portion of the taxed resources from all plots within the Region or Tract in the same way as they do currently in phase 1.5. Only the part about earning Trifoil Runes was included here because that is the part that is new for phase 2.


Stay tuned for more updates from the Splinterlands!

Website | Blog | Discord | Telegram | Shop

NOTE: All rewards from this post will be sent to @sps.dao



0
0
0.000
16 comments
avatar

This whole thing is going to be so awesome, I'm really hyped!

0
0
0.000
avatar

Why? Am more and more concerned, becomes too complicated even for current players, new players would never be attracted and becomes expensive moving forward, thought land is for passive earning. Now consider to take back my good cards for traditional playing

0
0
0.000
avatar

It certainly is no passive earning that's true ;-)
To me, these things can't be too complicated, it's the kind of game I love to play in the web 2 world. Guess it's not for everybody, but there definitely is a crowd out there that will have a lot of fun with that kind of game.

0
0
0.000
avatar

Well I use to play WoW many years ago & SWTOR, the market was one of the funnest parts, it was full of many different things so I think this is going to be great.

0
0
0.000
avatar

My thoughts exactly. I see an immense hype over something completely away from the game that got us all interested, and with insane complexity; seems we're shifting away to endless clicking.

0
0
0.000
avatar

Congratulations @splinterlands! You have completed the following achievement on the Hive blockchain And have been rewarded with New badge(s)

You got more than 70500 replies.
Your next target is to reach 71000 replies.

You can view your badges on your board and compare yourself to others in the Ranking
If you no longer want to receive notifications, reply to this comment with the word STOP

Check out our last posts:

LEO Power Up Day - December 15, 2023
0
0
0.000
avatar

So much to take in. Unmaintained buildings dropping down a level is unexpected. Hoping peakmonsters has some automation or at least notification options.

0
0
0.000
avatar

that would be fun... how are you imagining we would be rewarded for developing these things that seem will get more and more complicated and yet probably will save users more and more time?

0
0
0.000
avatar

Wouldn't it be cool if there was a part of the taxes that could go to 3rd party tool providers?
Right now of the 10% taxes we allocate up to 5% to the tracts keep and up to 2% to the regions castle. That leaves 3% on the table that are burned no matter what.
Maybe 2% could go to 3rd party developers or something? Like a premium service where you chose the 3rd party service you want to use but instead of paying a premium fee your taxes go to that service?

0
0
0.000
avatar

There was another crypto world building landlord game that use to exist and this is how it was, every building had to have regular maintenance or it would stop working and stop producing resources. It was the biggest pain in the game having to go around and repair each building one by one so they eventually made a one shot method where you could just "select all" and tap repair.

0
0
0.000
avatar

Everything is revealed with a vast introduction and diversification is awesome for all as there will be no overloaded resources from the few kinds of production and buildings. There are many ways to use your lands and everything has a value to make the game economy more stable and more engaging, very few can be self-dependent on every aspect which will bring the core value of a single plot with any building for any kind of production. I love such a mechanism and hope everything will be much simpler through such an in-detail Secret of Praetoria in the coming days.
Thanks for sharing the valuable info earlier to be ready for the preparation.

0
0
0.000
avatar

I hope you guys understand that those things need mostly automated mechanics and massive Tooltips. Bible like guides with 4D chess calculators in the UI.

Not sure why anyone would go through the process of learning themselves into the ecosystem if they don't already own a massive amounts of assets. As far as I can see right now, we're looking at thousands of dollars to have a decent starting point right now. Interesting.

0
0
0.000
avatar

Looking good!

I'm wondering if there are still plans to fix Tundra and Canyon plots in 2.0 as promised? Currently they're just bad plots compared to all of the others. That missing 5% boost to the base pp really adds up over time.

The workers eat the same amount and work at -5% base pp efficiency. So all boosts like land rarity, titles, and totems are also nerfed, making these extremely bad plots to own.

0
0
0.000
avatar

Question: I have a Grain Farm on a Canyon... What happens in 2.0?

Will my Grain Farm still be there? Will it convert to a Quarry?

I see the "Repurpose" section covers what happens if we WANT to Repurpose... but what if we just want to make Grain in our Canyons... etc, etc...

untitled.gif

0
0
0.000
avatar

I worry slightly about the monopoly castles and keeps have on trifoil runes, given that they are largely owned by large landholders what is their incentive to actually sell any? If they hold onto them or even just price them unreasonably,then no one else can do any research.

0
0
0.000