Constructing Buildings

In order to make a piece of Private Land usable by other players (and capable of generating fees from this usage), the Land Owner must build a HQ, at least one resource-producing building, and an accompanying storage facility.

Buildings cost a combination of both $CHEDDAR and $ROYALE to build. Examples of Utility Buildings include:

HQ

  • Controls max level of other buildings

  • First 3 levels available to upgrade at construction time; after level 3, HQ level is gated by Clan Level

  • Cost: (X $CHEDDAR + Y $ROYALE) * Inflation Coefficient

  • Build Time: 24 hours (level 1)

Refinery

  • Converts Orbs into Enriched Orbs through the process of Refining. All of the Enriched Orbs are automatically stored inside of the Enriched Orb Storage, until max storage capacity is reached.

  • Cannot exceed HQ level

  • Cost: (X $CHEDDAR + Y $ROYALE)* Inflation Coefficient

  • Build Time: 12 hours (level 1)

Enriched Orb Storage

  • Stores Enriched Orbs that are collected as fees from other players using the owner’s Refinery

  • Once max storage capacity is reached, no additional fees will be collected until the Land Owner or Ruler harvests the Enriched Orbs that are already being stored by this building

  • Cannot exceed HQ level

  • Cost: (X $CHEDDAR + Y $ROYALE) * Inflation Coefficient

  • Build Time: 12 hours (level 1)

Engram Mine

  • Able to operate using $CHEDDAR tokens, and drops Engram Fragments of varying rarity. All of the fragments are automatically stored inside of the Engram Fragment Storage, until max storage capacity is reached.

  • Cannot exceed HQ level

  • Cost: (X $CHEDDAR + Y $ROYALE) * Inflation Coefficient

  • Build Time: 48 hours (level 1)

Engram Fragment Storage

  • Stores Engram Fragments that are either collected from the player’s own mining activity, or that are collected as fees from other players using the Land Owner's Mine

  • Once max storage capacity is reached, no additional fees will be collected until the Land Owner or Ruler harvests the Engram Fragments that are already being stored by this building

  • Cannot exceed HQ level

  • Cost: (X $CHEDDAR + Y $ROYALE) * Inflation Coefficient

  • Build Time: 48 hours (level 1)

Upgrade Point Generator

  • Drops Upgrade Points of different types

  • Cannot exceed HQ level

  • Cost: (X $CHEDDAR + Y $ROYALE) * Inflation Coefficient

  • Build Time: 48 hours (level 1)

Upgrade Point Storage

  • Stores Upgrade Points

  • Once max storage capacity is reached, no additional Upgrade Points will be collected until the Land Owner or Ruler harvests the Upgrade Points that are already being stored by this building

  • Cannot exceed HQ level

  • Cost: (X $CHEDDAR + Y $ROYALE) * Inflation Coefficient

  • Build Time: 48 hours (level 1)

Walls

  • Defensive structure that raises the Defensive Power of the land plot and is used in the Land Control meta-game

  • Cannot exceed HQ level

  • Walls require repair after taking impermanent damage

  • HP (adds Defensive Power)

  • Cost: (X $CHEDDAR + Y $ROYALE) * Inflation Coefficient

  • Build Time: 336 hours (28 days) (level 1)

Note: All $CHEDDAR and $ROYALE collected for constructing buildings (and speeding up progress) goes to the Game DAO. The Game DAO burns all of the $CHEDDAR that it receives, unless otherwise decided by the governance token holders.

Once built, Utility Buildings are fused to a land plot:

  • These NFTs can be traded as blueprints, but become permanently fixed to a plot of Land when where are built and placed into a specific building slot on a Land Plot

  • The construction blueprint is burnt when it’s built, and becomes part of the Land NFT metadata. When that Land is later sold, the attached Utility Buildings transfer over with it

  • These buildings cannot be transferred to another piece of Land and can only be demolished if a player wishes to place a different building in that same occupied slot

On the other hand, Decorative Buildings (and Decorative Building skins that apply to utility buildings) are not fused to a plot of land and do not transfer when a land plot is sold. Their cosmetic effects are simply removed from the Land after a transfer of ownership occurs.

Last updated