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🏘️Buildings

Types of buildings.

The development of your colony is continuously connected with the construction of various buildings on your personal island. Buildings can be divided into several categories according to their purpose:
◙ residential buildings - necessary to accommodate your working colonists on the island;
◙ port buildings - necessary for the construction of ships and sending trade and combat expeditions to the sea;
◙ sawmills - necessary for the extraction and processing of wood;
◙ mines - necessary for the extraction of metals;
◙ apiaries - necessary for the placement of hives on them for the subsequent extraction of honey and breeding of bees;
The game account has a limit in the number of available buildings that can be placed in one colony (it is planned to introduce new colony lands in new additions). Number of available slots for construction:
◙ residential buildings - 5 pieces.
◙ port buildings - 1 piece.
◙ sawmills - 1 piece.
◙ mines - 1 piece.
◙ apiary - 1 piece.
Each type of structure is further divided by rarity levels, the higher the rarity level, the more bonuses this type of structure brings to its owners. The list of bonuses is given below:
◙ residential buildings
o common - small house - +2 unit of available labor
o uncommon - average house - +5 units of available labor
o rare - big house - +8 units of available labor
◙ port buildings
o common - small port - +1 free slot for ship placement
o uncommon - middle port - +2 free slots for placing ships
o rare - large port - +3 free slots for placing ships
◙ sawmills
o common - small sawmill - +2 free slots for tool placement, no additional stored mining
o uncommon - medium sawmill - +5 free slots for tool placement, 2 hours additional stored mining, 2% chance of doubling the production of one of the tools in one cooldown period.
o rare - large sawmill - +8 free slots for tool placement, 3 hours additional stored mining, +5% reward bonus for all connected with building tools.
◙ mines
o common - small mine - +2 free slots for tool placement, no additional stored mining
o uncommon - average mine - +5 free slots for tool placement, 2 hours additional stored mining, 2% chance of doubling the production of one of the tools in one cooldown period.
o rare - large mine - +8 free slots for tool placement, 3 hours additional stored mining, +5% reward bonus for all connected with building tools.
◙ apiaries
o common - small apiary - +1 free slot for hive placement
o uncommon - average apiary - +2 free slots for placing hives, 2 hour additional stored honey mining, 2% chance of doubling honey production in one of the hives in one cooldown period.
o rare - large apiary - +3 free slots for placing hives, 3 hour additional stored honey mining, +5% reward bonus for all connected with building tools.

Mechanics of building structures in your colony.

In order to build the necessary building in your colony, you need to have a corresponding unlocked NFT card in the inventory of your WAX wallet. If you have one, then you can place this card in the corresponding free slot on the corresponding playing field. For example, you have a free card of a small house in your inventory, so you can turn this card into a building in your village. To do this, you need to go to the page of your village (click on the "village" icon on the global map) and click on the free gray field in the village. Then you will have a pop-up window where you will confirm the placement of your card in the appropriate field. After that, the building card cannot be returned back to the player's inventory before the expiration of 48 hours in order to avoid fraud. Immediately after applying the card to the game, the player receives all the bonuses that are characteristic of the card. If you do not have a free building card in your inventory, you need to create it in the craft menu or purchase it during official sales promotions from us, or on the NFT card exchange, such as Atomichub or NeftyBlocks.

Mechanics of aging buildings.

According to our deflationary tokenomics model, tools and structures must wear out during their operation. It is impossible to imagine that any structure or tool in real life would be used for an unlimited period of time. Therefore, please note that according to the promotion of the game in later eras, the buildings will be less effective than in the previous era. The exact data on the characteristics that will be trimmed will always be published before moving on to the next epoch.
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Outline
Types of buildings.
Mechanics of building structures in your colony.
Mechanics of aging buildings.