Terrae Game Journal |08| Introducing the Landlord System

Terrae Game Journal |08| Introducing the Landlord System

In Terrae, players will compete with fierceness and courage to defend their kingdoms, increase their greatness and earn cryptoassets. We introduce a Landlord System to organize players hierarchy, along with their rights and responsibilities.

We gave a lot of thought on how to create an organic system that merges the struggles of the real world and gives a sense of responsibility growth to all the players. In most games, the efficient way to reward players is by giving a score for their achievements. We think it’s an elemental way to establish a competition system. On that basis, the first mechanic implemented is a ranking system (similar to ELO in chess) based on conquered lands and amounts of battles won. Depending on the player level the reward is more or less influential in their current score.

This was a great start for players to start fighting with each other, however we saw that there was no real connection between an abstract number and the world of Terrae. Thinking in that direction we established the Landlord System, in which players would be rewarded with a ruling title over a group of lands (not necessarily owned by them) based on their ranking.

The Terrae world is organized in Kingdoms, divided in Provinces, which are divided in Counties. Inside every county there’s a ranking between the players that own lands there. The player with most score will be awarded with the title of Lord, and he’ll receive a fee for every transaction between players inside the county and for every export and import of goods from other counties. In the same line of thought, each province will have a Governor and each kingdom a King. In other words, when trading, players will pay a fee to their ruler.

We think that the main way to establish a player’s value is by testing their strategic competence. If players want to play the game in a competitive way, we offer them these layers of complexity that will boost their experience by letting them monetize their progress. By rewarding them with the responsibility and benefits of ruling a group of lands the players will feel a real progress in their road to conquering the whole world.