Land Manager v1.21.0: Building a Tax-Free Resource Pool Strategy
Published on HivePostify by @beaker007 · Sat Aug 15 2026
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Welcome back all,
I have a nice release for you landowners in Praetoria, and this one actually gets me pretty excited!
Since I started building the Land Manager, this is one of those features I wanted to eventually get to. A lot of the previous updates have basically been building blocks that made this release possible.
When you own land across multiple regions, managing resources can become a tedious job. One region has too much Grain, another needs Grain, another needs Wood, and suddenly you are transferring and swapping resources all over the place.
And every time you do that, there are fees involved.
I have been thinking and writing down ideas about how I wanted to handle this for a couple of weeks. Together with AI, I finally spent the time this week developing it and testing as many situations as I could.
I'm very happy with the result because this is something that will make managing my own land easier as well.
Actually, I'm confident enough in this strategy that having land spread across more regions bothers me less now.
Just pool up the resources and worry less about those fees 🤣
And yes, I already put that theory into practice and bought two more Grain plots. 🤣
So what did we add?
Pools!
More specifically, a complete strategy around building and maintaining liquidity pools that can eventually be used to move resources around your own land operation without paying the normal resource transfer fees.
🙌 Support the Project ✅ Upvote this post – it really helps! 👉 [Vote for My SPS Validator Node](https://monstermarket.io/validators?validator=beaker007) 💬 Ideas and feature requests are always welcome. No promises but I will take a look and try my best.
The Idea: Build a Rolling Resource Buffer
The basic idea is pretty simple.
Put enough resources into your liquidity pools and let them mature.
After the 30 day unlock period, those resources can be pulled back out without the normal 10% trade hub fee or an early exit penalty.
The new Make Harvestable pool strategy can then use those matured resources whenever one of your regions has a shortage.
So instead of constantly thinking:
"How do I get Grain from region A to region B?"
The idea becomes:
Region needs Grain → withdraw matured Grain from the pool → problem solved.
No resource transfer between your regions needed.
The goal is to build roughly a rolling five week buffer. If you start topping up around one week of consumption every week, after roughly four weeks you should start having matured resources available while new resources continue their 30 day maturation period.
This is the current strategy it can be optimized further but complicate code much more. e.g. grain that you produce and need for harvest could be left out of the pool. So it overshoots a bit in the pool, worth if imho (you also get liquidity fees while its in the pool)
My intended weekly flow becomes:
Make Harvestable → Harvest → Harvest Mythics → Top Up Pools
Do that consistently and the pool should slowly become the buffer between your regions.
As you can see, I'm already building up my own pools for this strategy, This alert is shown when you current not on the level of the 5 week rolling window.
Make Harvestable: Pool Strategy
The first half of the system is the new pool strategy for Make Harvestable.
When the Land Manager finds a resource shortage, it can now check your liquidity position first.
If enough of that resource has matured past the 30 day vesting period, the Land Manager can withdraw what is needed from the pool.
Because only matured liquidity is used, there is no 10% trade hub fee and no early exit penalty.
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That makes the pool the cheapest option available, so it is now the first strategy in the default order:
pool → transfer → swap → buydec
For players already using the tool you have to enable and order it yourself in the configuration
Another nice detail is that withdrawing liquidity also returns DEC. That DEC is tracked by the plan and can later be used by a buydec step if necessary.
The same pool strategy is also available when using the worksite Cover Grain Deficit flow.
Top Up Pools
Of course, pulling resources from a pool only works if we keep putting resources into it.
So the other half of this release is the new Top Up Pools action.
After harvesting, the Land Manager calculates roughly one week of expected resource consumption and adds a 10% safety margin.
It does this using the live production and consumption rates of your land.
For Grain it looks at the grainreqperhour of your worksites.
For Wood, Stone and Iron it uses the region's resource recipes together with its current production rate.
This is important because the calculation does not depend on when you last harvested. Even immediately after harvesting, the Land Manager can still calculate what you are expected to consume during the coming week.
Tags: #splinterlands#splintertalk#play2earn#socialmedia