It's been almost a year and a half since I decided I was going to attempt Building a Supply Chain in Splinterlands using the newly released Land features of the ecosystem. It took me a couple of months to get my Upgrades Complete and since then I've just been doing a few odd tweaks and making sure that I harvest my lands regularly enough. The new functionality to introduce Wood, Iron and Stone resources was added a little while ago and I've been firming up my strategy for this stage of evolution to get ready for the next stage.
Basically I've got 2 separate tranches of 10 plots operating in different Regions. Each of those 20 plots is active with 5 workers deployed. I wouldn't say that I've "Maxxed Out" production on those plots but it's pretty decent and I have all 4 of the resources being produced and added to my combined stockpile.
Since the new resources were introduced I am finding that I'm running a slight deficit when it comes to Grain and I've set a target stockpile of 5 million Grain for each Region. So whenever my Grain drops below 5 million I go into the new Trade Hub and swap some of the other resources back to Grain. So far it's allowing me to gradually build up a stockpile of the new resources while keeping my healthy Grain store intact.
I've spent just under $4,500 USD on setting up my land assets from December 2023 through to June 2024 and I did a bit of a valuation of my Land investment recently which came up to about $3,100 USD current value. That puts my investment down at about a 31% loss however if you put that next to Hive it's probably about the same loss as I would have been facing if I'd have kept that value in Hive. So I don't necessarily blame Splinterlands for that unrealized loss when the broader Hive ecosystem that hosts it has struggled just as much.
I've also started poking around with the new card releases (more on that later) and I can see where the direction of the game developers is going. Once we start producing Potions and Artifacts with our Land holdings it won't be a big functionality jump to add those buffs into the Battle Interface and it will be intuitively easy choosing which monsters will be affected by each one. Again, I am fairly impressed with the design and direction of the Splinterlands game itself even if the slow pace of development does get a bit frustrating.