We’re back with a brand new entry to the Moonscape Dev Diary series! We hope you have as much fun reading these as we have writing them! This time we will explain more about the core colonial concept of the game: cities! Here you will learn more about how they function and gain an appreciation for how they work!
In Moonscape you will have one or more cities, which will function as the core of your empire. Inside them, you can construct buildings which house most of the primary functions of the game.
When you start the game, you will find empty slots with yellow flags that you can use to build cities. The first city will be free to construct, but the following ones will require resources in order to build, increasing in amount for the third city. Each city will need you to name them, making them unique among all the cities on the moon! Choose your names carefully and with pride, to make sure they reflect your unique personality and ambitions!
Inside your city you can build a maximum of 5 buildings. You can decide what buildings you want to build, but it is strongly recommended to build at least one Refinery per city, as this one contains the City Defense feature, which you will need to keep your city safe from raiders who will see those glowing towers as fresh game for the hunt! It is also strongly advised to build one Construction Complex in your first city, as this one is the only building where the MSCP token can be processed into Moondust, the in-game currency.
Your city buildings will each have their own level. To increase a building’s level, press the Upgrade button above the Level number indicator. Upgrading the levels will require specific resources, so spend wisely and be resourceful! Each level will likewise have a construction time that will increase as the level increases. But if the time requirements get a bit too much for you, you can always speed up this process using Moondust.
Building levels serve as level caps for their respective functions. For example, if you want to increase the Dome of the City Defense to level 3, the level of that building must be 3 or higher. In other words, the level of the building determines the max level of its associated function.
One of the top features for players is that Cities can be minted and imported/exported as NFTs, making all your hard work very profitable! These City NFTs can then be traded and exchanged on the open market, notably the Scape Store, where you can rake in rewards for your effort!
There are several things to consider when exporting or importing cities.
To export a city, you must have at least one building in the city, and critically nothing can be staked in the DeFi functions. This means that all of your tokens must be withdrawn from all buildings to make your city viable for export. To export your brand new City NFT, simply go to the Space Hub menu, find the city, and the export button. Just be ready to pay the amount of Moondust needed!
But what if you’ve gotten a brand new city through trade and you’d like to import it into the game? First of all, you will need to obtain the City NFT by trading for it in the open market. You will also need to have at least one empty city slot. Go to the Space Hub menu, find the NFT City section, and import the city. And congratulations, you’ve just become the mayor of a burgeoning metropolis ready to bring glory to your Moon empire!
City NFTs will keep all the buildings, Level upgrades and function upgrades, with the notable exception of Rover Research. The reason for this is that such research belongs to the Rover, rather than to the building. But if you find that you have too many of the same building, or import a city which contains a building you don’t want, you will also have the option to destroy individual buildings in a city, and replace them with others more to your liking.
Has this been helpful for those of you who are excited to take to the Moon? What kinds of buildings will you build in your future lunar cities? Will you prioritize defense or attack? Research or exploration? The options are limitless! We’ll catch you this time next week!