Three Legacy: Buildings

Three Legacy

First time reading about Three Legacy? Three Legacy is a hive-based economic simulator with a sustainable skill-based rewards pool.
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You can signup and start playing for only $1 in HIVE, HBD, SWAP.HIVE, or HSBIDAO.

Buildings and the Dowry

Three Legacy has a unique relationship between infrastructure and leaderboards. When you build (or upgrade) buildings, the majority of the cost goes directly into your dowry, and a dowry leaderboard controls the distribution of a sizeable piece of our sustainable rewards pool.

But... it does not stay there! Every time a birth occurs in the game, the top player on the dowry leaderboard is chosen as the dowager parent. One third of their dowry goes to the selected sage parent's dowry, one third to the new alien's household liquid wealth and one third goes back into the dowager's dowry pool. (The birth lotto result adds to the distribution first, so the total impact to the dowager's dowry pool is uncertain rather than a deterministic 67% decrease with every birth event.)

The full list of buildings currently released in the game is available on the web site, but we have never published the full list or talked about what they all do and how we think about them. This is going to be a series, with this first post explaining how we think about them (and how that has evolved over time). The rest of the post series will focus on individual buildings and some of the strategies around them.

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Blueprint Dependencies

Every building has one or two blueprints that are required for it to be built and upgraded. In most cases, the blueprints required are a standard scaling pyramid. One blueprint is required to build, two more blueprints are required to reach level two (for a total of three), three more blueprints are required to reach level three (for a total of six), and so forth.

Buildings that depend entirely on household blueprints will scale differently, but none are released yet, so we will set that aside for now.

Historical note: In the earliest design stage of the game, we wanted to release tons of different achievements and have the game be about achievement hunting. Then we came up with the buildings mechanism as the gate by which players stake into their dowry and decided to make achievements into blueprints and link them to buildings. We found that we were trying to come up with lots of pointless buildings and give them meaning just to continue with the same achievements we wanted, and did not like the direction that was going. So we pivoted to functionality driven releases. Buildings need to support specific in-game goals that create strategic surface (like reducing specific cooldown timers, burn costs, providing worker slots, etc.) and then require blueprints (achievements) that are thematically or narratively relevant to those goals.

Ideally, players will develop different gameplay strategies and begin targeting specific blueprints to facilitate development of buildings they find more desirable than others. We will probably see more of that when more content is released into the game. It is also totally fine to pick autonomy settings that keep your household moving forward, subject to your budget constraints, and not worry as much about the strategic fine points. That's what most players seem to be doing right now.

Keep Following for More

With thirteen buildings and fifteen achievements to explore, we have a whole series of posts planned out. Keep reading to see how each individual building fits into the game. We will also explore the strategies targeting the unique blueprints that each building requires.

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3 comments
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The art is really cool!

!PIMP
!PIZZA

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I probably need to ask @katysavage for more before the upcoming guilds release. I still have a couple unused building designs but I'll have to see if it's enough.

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