Basic Structures

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 Harbors & Economic Right

Harbors allow a town to have the Merchant NPC. This allows players to buy/sell crates at this town, but require the town to have Economic Right.

Economic Right is bestowed to the most powerful town in each region. Towns can steal Economic Right by warring another town and after several defeats or by forfeiting Economic Right, the attacker can obtain Economic Right at the previous town's expense.

In order to get Economic Right, your town MUST get

* At least three wins in a row against the town with Economic Right in town vs town wars **or** the current town forfeiting Economic Right.
* A guaranteed safe location for a Harbor. The Harbor should be free from mobs while also being in a safe location geographically.
* Suitable space for ships of all sizes to maneuver in this harbor. Economic Right may be lost to harbors 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.
* At least a months (30 days) worth of upkeep (waiverable if no other towns possible)
* **This Harbor must be easily accessible by all players who visit your island.**

* Additionally, it is important for the town to have a Crate Trader NPC.

## Mines

One of the best ways to maximize the profits of a town is through producing their own goods. One type of crate that can be produced in your own town are ore crates. Mines allow towns to be able to produce your own ore crates, allowing greater profits.

To get a mine, a town must fulfill the following requirement:

* A mineshaft-like build. As long as it looks like a place where ores are mined, it is suitable.
	+ This mineshaft should be well lit, too.
* A developed town

The amount of ore a mine provides depends on the following factors:

* Town population (increases with population)
* How developed the town is
	+ Although subjective, Islands staff adjust how much ore there is based off how much town stuff is built, how advanced the lore is, and how active it is
	+ This is the key factor in determining ore count

The staff members who set up the firstmines are responsible for its consistent maintenance (ore count set up well). Players who feel they need a more updated ore count can apply in #npc-requests on Discord with an @ for AdminArcane.

## Crate Makers

In order to turn raw goods into crates, you need a Crate Maker NPC to convert the materials.

In order to get a Crate Maker NPC, you only need a place to house the NPC. Request for this NPC in #npc-requests on Discord and @ a staff member to set it up.

## 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.

The Dockyard requirements are:

* A place for the Shipwright NPC. Close to the Dockyards, the Shipwright may have their own building (that fits the build's theme of being ship-related) or be at the Dockyard.
* A guaranteed safe location. The Dockyard should be free from mobs while also being in a safe location geographically.
* **This Dockyard must be easily accessible by all players who visit your island.**

The Dockyard can one or the either:

* A traditional dockyard: "an area or establishment with docks and equipment for repairing and maintaining ships". If you do this option, make sure the appearance of this build fits the definition well! It doesn't have to be capable of repairing/maintaining ships, but you certainly can make it look like it could
* A large loading/unloading region of cargo with easy access to the ocean. Make a clear and well-fitting spot for the NPC!

Request for this NPC in #npc-requests on Discord and @ a staff member to set it up.

## 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.
* 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. 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 with pressure plates.

An Armory must also be at least one of the following:

* A shop/distribution center for armed goods
* A production site for weapons and ammunition

## Florist

This NPC sells flowers, which can be used for either decoration or dyes! The build requirements are:

* A flower shop
* A place for the florist to sell from

## Diver

This NPC sells prismarine items and blocks, which can be used for decoration! The build requirements are:

* A diving place
	+ This should have some little details under the water
* A place for the Diver to sell from nearby