Land-Speculation: #3 Resources

@moriarty95 · 2022-07-23 10:15 · Splinterlands

Deckblatt_16-9.jpg

Intro

Please note that this is just a sub-post covering only a puzzle-piece of my Land-Speculation.

To start on the "Front Page" or to return to the Overview-Post please click on the picture below:

Overview2.png

So without further ado, here are my thoughts about the topic:

Resources_2.png

Splinterlands-Ressources

Natural Resources (Majority of the plots) They provide 4 resources used to build, upgrade and maintain buildings

![Holz.png](https://files.peakd.com/file/peakd-hive/moriarty95/EogMQ3dvV1QN28SadCt9Wzi1jy4ADE9eKFTYJAnHcnmzrQHpVzbjzxEGXRFQ3JxKfzJ.png)
![Stein.png](https://files.peakd.com/file/peakd-hive/moriarty95/Eokca4KWZ3FW9WFfjyM1H1F6umQvGcZEnjY3z7QgPR88T3z144w4m7zdmfT96eQiZjj.png)




Grain

Wood

Stone

Ore


Magical resources (by Splinter / Rarer than natural lands)

They provide 6 resources used to mint Item and Spell cards

![Earth.png](https://files.peakd.com/file/peakd-hive/moriarty95/AJbjU3WzgF1i73aCQfDpZevSuAtfgZmEQy3DpDMZBmGuuYi27aCQKP7NjUmZXZU.png) ![Fire.png](https://files.peakd.com/file/peakd-hive/moriarty95/AJhatW2YNWaFru58s8z2eCXjia9qCRbqHsX7vS1pwJKQMXtD7cRKYWohCUyzCja.png) ![Water.png](https://files.peakd.com/file/peakd-hive/moriarty95/AJit2qoFdjeyn99Lk6bf3aUrsZdwD2AoNaFM3svpNGQGxpsEaQfcuTb1s3xTuDT.png)
![Life.png](https://files.peakd.com/file/peakd-hive/moriarty95/AJbrKAi1CxzP7hMuaWJzJhdQtJik9jdP4LyRbH1eXNNRHv8KRFtTBugqooGQom2.png) ![Death.png](https://files.peakd.com/file/peakd-hive/moriarty95/AJbq3sEErfQvbMkyHWgwVHoWJVvWYpscKpaMDuxGgGPA8izxVqbah8BvpPHPJnn.png) ![Dragon.png](https://files.peakd.com/file/peakd-hive/moriarty95/AJg9fPUC5QqkP4WcLXs8BkNYKLhQfLmQrgNEwHHHn6BBPJNF8qj1LRtaEn1qdzA.png)







Sparkstone

Bottled Storms

Ulana Seeds

Virtulium

Reclaimed Souls

Heliostone







Essences / Occupied land (Inhabited by wild monsters / Rarer than natural lands) Fight monsters to extract Essences used to mint Item and Spell cards.

Not really confirmed if these lands can be owned but Nate shared the following picture which brings me to the assumption they can

Occupied.png

Items & Spells

Those will have to be crafted using the above resources, however they have to be mentioned here cause you will still be able to trade or maybe even donate these to the Keep/Castle buildings

Rarity

The plot rarity will determine how abundant the natural/magical resources are or how many monsters there are on an Occupied plot.


Stronghold-Ressources

Resources_SK.png


In Stronghold you basically have 4 different categories for resources:

## Materials (Like Natural in SL) Stone Wood Iron Pitch ## Banquet Goods (Like Magical in SL) Venison Furniture Metalware Clothes Wine Salt Spices Silk
## Food (Like Natural in SL) Beer Apples Cheese Meat Bread Vegetables Fish ## Weapons (Like Items/Spells in SL) Bows Armour Pikes Swords Catapults


Resources_SK2.png

But how do you get these resources?


In Stronghold there are also different village types, just like there will be different plots in SL. However Stronghold does it like this.


So the base-ressources Stone & Wood which are needed to construct buildings can be harvested on any plot but some Village types offer more of a certain resource like:

- Forest offers more Wood than usual - Highland has more stone - Mountain Peak has more Iron - ... Kinda like the Rarity will function in SL And there are resources that are harder to get: - **Salt** can only be harvested on a Salt Flat Village but this land-type lacks iron - **Fish** only in a river village but it lacks iron/bread - ... Kinda like Common/Magical/Occupied in SL So you get the idea.
![Village_types.png](https://files.peakd.com/file/peakd-hive/moriarty95/23wWs6gNcdPzD24c9A7frvd7fjjoEn8UWzYYfL7K6wKBzss24KNMvtJS2CP2zmVJzYvq9.jpg)













Crafting

So somehow we will be able to spend those resources to construct buildings or some of the resources can be spent to craft Items/Spells.

I really don't know how that Crafting-System will work but its either gonna be something like the harvesting buildings where you constantly create items/spells but automatically spend resources or crafting will be done manually.

If done manually it could be like combining cards, where you have a fixed amount of specific resources you need to "combine" to meet the recipe and get the item/spell. However when I thought about it, it came to my mind that a luck-based element could also be interesting. Mabye just give crafting a small chance to be "super-sucessful" like getting a Gold-Foil card out of a pack, where it doesnt change the function/power of a card/item/spell but make it more expensive and desireable.

I am also thinking about a thing like "Trade Up Contracts from CS:GO" where you could gamble and input ressources and have a certain chance to craft a great item. And the rarer the ressources the higher the chance to get something cool.

Anyway, really excited about crafting and I can't wait to see what they come up with.

Closing Thoughts


So looking back to Splinterlands, what does that tell me?

I think in Splinterlands we will also see a great diversification between plots. The 4 rarities (Common,Rare,Epic,Legendary) determine how rich of resources the particular plot is. The land type (Plains, Hills, Tundra,...) determines which Splinter magic is best suited.

So different combinations will be possible:

But whats the difference between a Common Forest and a Common Jungle ?

Both will probably have Wood on them but I assume it will be similar to the above River 1 vs River 2 Yes, both offer Fish but River 1 also gets you SPICES and River 2 gets you SILK.

So I think its a good take on land to say one plot contains several resources, some standard and some more special ones cause it then offers more choices for the player and its not too boring and straigt forward like:

  • You have a Forest so the only option is to harvest Wood

I think theres more potential to that cause I personally like the idea of these construction ressources available to EVERY plot, but on some plots their is more wood, on some there is less. I would actually also like to see more than 1 building-space per plot, not like previously hinted on. That would just add a little variety to the land-expansion.

Cause just think for a moment about smaller players who managed to afford a handfull or even just a single Land Plot for their own. And imagine that land plot offers a magical resource. Will that player just have 1 option then? - ❌Storage (What for if you only have 1 Plot) - ❌Refining/Manufaturing (What for if you would have to always buy the resources to start refining/manufacturing? and then your magical resource would be wasted) - ✅Harvesting -> Only real option for a single plot to work

But where are those resources then stored if that player has just 1 plot and 1 building space for it?

In my post "Buildings" I will focus on this and other questions and speculate how the building-mechanic might work. I know that this post didnt offer too much of new information but it provides a base-line to talk about more detailed comparison.

So if you are interested in some more thoughts around land (and comparisons with Stronghold Kingdoms) you can either hop over to the next post "Buildings" or return to the "Overview" Post by clicking the pictures below:

4_Buildings.pngOverview2.png

Either way, thank you so much for powering through the post. Please let me know what you think in the comments. Maybe you also have a particular game in mind or maybe just a particular mechanic you would like to see in Splinterlands.

I would also love some feedback so I can improve my posts so feel free to leave those aswell.

Thanks for the support

Yours, Moriarty (THE GRANDMASTER)

Unbenannt.png

image.png

#splinterlands #legendarydragons #oneup #play2earn #gaming #pal #leofinance #pob #neoxian #hive-engine
Payout: 0.000 HBD
Votes: 247
More interactions (upvote, reblog, reply) coming soon.