Basic Structures

## Basic Structures: Overview

In order to properly develop your town into a thriving civilization capable of expanding, a few structures are necessary. These buildings house NPCs with shops vital to expanding. In this article, we will be looking into each Basic Structure, its perks, and what is required to build them.

### Trade Harbor

Harbors are the most basic and important Basic Structure for your town. Here, the Merchant NPC can move in and sell crates native to your region in addition to being able to buy crates from other regions. Being able to develop a Trade Harbor allows for your town to export at a much quicker pace while also accepting imports from other players. **Harbors in the Mangroves cannot get an NPC, but can make chest shops for valuable items like copper and axolitems.** It is highly recommended to sell crate and non-crate items alike in chest shops at your harbor in order to maximize profits. Although most visiting players may come to buy crates, they may be willing to buy other materials to take back home. Also, being able to undercut the Merchant is a very effective way to sell your crates since players can make an increase in their profits by buying your crates instead. You may request to remove the Merchant later if you can supply most crates on your own.

In order for the NPC to move in, please ask an Islands staff member (either through chat or Discord) to review your Harbor. If your Harbor satisfies the requirements, the Merchant NPC will move in to your Harbor. The Harbor requirements are:

* A place to house the NPC. A spot close to the docks is necessary to place the NPC.
* Chest shops that the town owns, which may be either buy or sell chests.
* A guaranteed safe location. The Harbor should be free from mobs while also being in a safe location geographically.
* Suitable space for ships of all sizes to maneuver. Staff may disband harbors that are found to be too small.
* The Harbor MUST look like a harbor. The build alone should be able to convince the staff member that it is a harbor capable of fully functioning as one. Low build quality may also disqualify a build, so please use the best building skills you can.
* This Harbor must be easily accessible by all players who visit your island.

### Dockyard

Although "/kit sloop" is a viable way to obtain a ship, Sloops are too low-quality for long-term gameplay. A way to obtain a better ship is through a Dockyard. A Dockyard is a structure housing the Shipwright, an NPC that trades resources and money in exchange for ships. Players can either visit Dockyards in other towns or make their own. Long-term, it is often best to build your own Dockyard so you do not rely on other towns. In order for the Shipwright to move in, please ask an Islands staff member (either through chat or Discord) to review your Dockyard. If your harbor satisfies the requirements, a Shipwright will move in. The Dockyard requirements are:

**The Dockyard is NOT like a Harbor. It needs to be a dry dock of some sort. Do not build a few docks and call it a dockyard. That's not where ships get repaired.**

* A place for the Shipwright NPC. Close to the Dockyards, the Shipwright may have their own building or be at the Dockyard.
* A guaranteed safe location. The Dockyard should be free from mobs while also being in a safe location geographically.
* The Dockyard should look like a Dockyard and should be able to convince any staff member inspecting the build that it is a fully functioning Dockyard. Low build quality may also disqualify a build, so please use the best building skills you can.
* This Dockyard must be easily accessible by all players who visit your island.
* **The definition of "Dockyard" is: "an area or establishment with docks and equipment for repairing and maintaining ships". Fit this definition well!**

### Armory

As your town begins to prosper, you need to arm yourself militarily. Fortunately, the Armory is an excellent way to obtain muskets, ammunition, and cannons. The Armorer NPC trades resources for these crucial items. and lives in the Armory. The Armory should look like a shop with a place nearby to manufacture the goods the Armorer makes. In order for the Armorer to move in, please ask an Islands staff member (either through chat or Discord) to review your Armory. If your harbor satisfies the requirements, an Armorer will move in. The Armory requirements are:

* A place for the Armorer NPC. The Armorer should be in the Armory in a shop-like area for customers to purchase from him.
* A guaranteed safe location. The Armory should be free from mobs while also being in a safe location geographically.
* The Armory should look like an Armory and should be able to convince any staff member inspecting the build that it is a fully functioning Armory. Low build quality may also disqualify a build, so please use the best building skills you can. Some things to add into an armory are a store for the NPC and a place for the NPC to manufacture the goods.
* This Armory must be easily accessible by all players who visit your island. If you have a door, keep it open at all times. Repeated violation of this requirement will make the Armorer NPC move away until the Armory is guaranteed public again.