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Why Own Land?

Why Own Land?

Land plots are the production backbone of Cornucopias. They unlock high‑tier crafting (tiers 4–5), enable scaled resource operations (factory scale), support rental income, and tap into seasonal reward pools. Apartments serve the masses and tap into the creative side with the highly detailed building system; land is built for producers, guilds, and traders who want to shape local economies and capture yield. For the casual player, land also suits a slower pace of play with gardening and farming, or simply raising your livestock.

  • Own late‑game crafting. Crafting tiers 4–5 require land; apartments cap at tiers 1–3.
  • Run real production. Build workshops, farms, shops, and utilities; use raw ore or material through Blueprints to craft, upgrade, and sell.
  • Capture seasonal rewards. End‑of‑season land level determines your claim from a fixed rewards pool.
  • Specialize your operation. Hotelier, Farming, Metal/Woodworking, Masonry, Cooking, Mechanics, Electronics, Science, Agriculture/Botany, Artisan/Textiles, and more.
  • Scarce by design. Limited plots per town and per zone create natural scarcity and resale value. Land plots are 100% unique to you. Access to your plot can be private (only you) or publicly available to those you allow to have access.

Positioning note: Apartments are free for all players unless choosing to upgrade to larger, premium units. Plots are intentionally scarce and aimed at ~1–2% who want to run at economic scale.

Role of Land in the Game

  • Economic engine: Convert raw ore or material into refined goods and move product at scale; land anchors town and district economies.
  • Seasonal progression: 13‑week seasons. Land levels reset each season; your final level sets your reward percentage.
  • Community impact: Coordinated land activity upgrades districts and improves shared infrastructure and safety zones.
  • Field base & storage: Use your plot for storing gear, ore, materials, etc., so you don’t need to trek back to an apartment mid‑loop.
  • Rest & recovery: Design intent is for land buildings to provide sleep/rest functions to restore avatar health and serve as a restart/respawn location.
  • Persistent infrastructure: Land is treated as key infrastructure intended to be persistent across sessions/servers, with owner‑placed objects bound to the deed.

What Players Can Do on Land

  • Build & upgrade: Build with pre-fab meshes to construct houses, workshops, farms, merchant spaces, and utility buildings. Some objects need upkeep; some can be dismantled to reclaim materials; all transfer with the deed on sale.
  • Source & process: Gather raw ore or material yourself or buy locally, then craft and sell outputs to players or NPC merchants.
  • Specialize operations: Lean into a role (e.g., Hotelier or Farming) to differentiate margins and attract tenants/customers.
  • Host tenants: Set access permissions, rent rooms by day/week/season, and increase foot traffic and XP on your plot.

Crafting Opportunities on Land (WIP)

Scope: Examples below reflect in‑progress design. Names, recipes, and terminals may change through testing and balance.

Agriculture & Horticulture

  • Apiarist → Honey, Wax (consumables, reagents for medicine/crafting).
  • Aquaculture → Fish, Shellfish (food chains, bait loops).
  • Livestock → Ovines, Bovines, Swine, Poultry, Equine (meat/leather/feathers; husbandry loops).
  • Botany & Crops → Medicinal/Poisonous plants; IrrigationForestry (lumber).
  • Science tie‑ins: Biology → Mycology (Mushroom Farming); Zoology (Ichthyology/Mammalogy/Ornithology) → Fishing Bait / Hunting Bait / Bird Feed. Chemistry → Medicinal → Bandages & Dressings / Herbal Medicine.

Metal Working

  • Production tracks: Weaponsmith (via Gunsmith/Blacksmith), Armoursmith (Light/Medium/Heavy), Toolsmith.
  • Materials & processes: Metallurgy (Casting/Extruding/Fabrication), Damascus MetalsConstruction Materials.
  • Science tie‑ins: Electronics → Laser Weaponry (later tier) → Rechargeable Laser Cells; Chemistry (treatments, propellants, finishes).

Artisan

  • Distilled alcohols: Vodka, Tequila, Rum, Brandy, Whiskey, Gin → Distilled Alcohol.
  • Undistilled alcohols: Wine, Beer, Cider, Mead, Sake, Vinegar → Undistilled Alcohol.
  • Ethyl Alcohol (reagent) → Bread / Fermentation and cross‑tree recipes.
  • Barista: Coffee Blends, Tea Blends.
  • Ceramics: Stoneware, Earthenware, Porcelain → containers, cookware, decorative goods.
  • Lactic fermentation: Soya, Yogurt, Cheese, Kimchi, Sauerkraut.
  • Science tie‑ins: Electronics → Timers/Auto Kits (ceramic/baking/brewing). Chemistry → Acids & AlkalinesEdible AcidsSynthetic Compounds.

Sub‑Specialities & Sciences (legend)

  • Science (white): Biology, Chemistry, Physics, Robotics, Herbal Medicine, Quantum Mechanics.
  • Trade (green): Blacksmithing, Armoursmithing, Weaponsmithing.
  • Creative (blue): Carpentry, Pottery, Street Food, Gourmet Food, Fermenting, Textile/Dyeing.
  • Creative/Art (yellow): Painting, Writing.

12 Specialities System (WIP)

  • Trade/Creative (8): Metal Working, Masonry, Mechanical, Agriculture/Botany, Cooking, Wood Working, Artisan, Textiles.
  • Sciences (4): Electronics, Chemistry, Biology, Physics.
  • Town distribution: Each town hosts a different subset of crafting stations to force regional trade; no two towns share identical combos within a sector/zone.
  • Crafting terminals: Main Crafting (primary recipes), Secondary Speciality (combine parts across trees), Research (breakdown items → research XP; unlock recipes/specialities).
  • Building unlock cadence (concept): staged access at 25% / 50% / 75% / 100% completion.

Note: Wherever raw ore or material is required, plots can gather locally or import via trade.

How Land Earns Rewards

  1. Seasonal Rewards
    Fixed $COPI pool per season. Base allocation is influenced by size/rarity. Your end‑of‑season land level = % you can claim (e.g., Level 80 → 80%). Unclaimed percent rolls back to future pools. Activation within the window is required.
  2. Production Margin
    Turn raw ore or material into refined goods; sell harvested and manufactured product into local demand.
  3. District‑Level Rewards
    Contribute to district tasks and competitions; top districts/towns can earn additional seasonal rewards.
  4. Rental Income
    Monetize rooms/amenities on your land, attracting players who need access to facilities or location advantages.
  5. Asset Appreciation
    Improvements and placed objects transfer with the deed—bake your upgrades into resale value.

Supply, Rarity, and Selection

  • Sizes: Small, Medium, Large, Epic, Copias.
  • Rarities: Common, Uncommon, Rare, Legendary, Mythic.
  • Rarity effects: Earlier land‑rush priority, unique aesthetics, higher potential seasonal XP boosts, reduced maintenance, and larger shares of reward pools.
  • Distribution: Limited plots per town and per zone ensure scarcity and strategic placement.

Apartments vs. Land (Positioning)

  • Apartments: Living space for the masses; starter base; crafting tiers 1–3. Provides creative freedom with our highly detailed building system, and themed cosmetics.

Land: Macro‑building and production; crafting tiers 4–5; designed for dedicated operators and guilds.