- Concepts come in order of dependence.
- Essentially, I try to explain something before I reference it.
- If something doesn't make sense, move on and then come back to it and it will probably make more sense.
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- Produces non-fungible items at designated block intervals.
- Items may have aspects based on the block hash they were generated on.
- Items with no bids expire after a number of blocks (at most 255).
- Items with at least one bid will never expire.
- There is no max bid - the minimum bid is 115% previous bid.
- Items are rewarded when a bid goes uncontested for a designated number of blocks.
- Rewarded items never expire and can be claimed at any time.
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- Produces, buys and sells a fungible product.
- Price and rate of production vary inversely proportional to current supply.
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- Everything is on-chain.
- Players spend CRO on energy, blueprints, component packs, and contracts.
- The CRO paid in every txn is split.
- Players earn CRO inside the prize pool according to the shares they own.
- We (investors) earn CRO that goes to the investor pool.
- ABHA bid payments are split between prize pool and investor pool.
- AISMM purchase payments are split between investor pool, prize pool, and AISMM product pool which enables players to attempt buy low/sell high strategies for AISMM products.
- Will only have common components but V2 will have several categories of increasing rarity.
- Main purpose is to attract investment to buy enough time to make V2 really great.
Everything below following line is intended for public view.
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- Produced, bought and sold via AISMM.
- A resource required by some components.
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- Produced, bought and sold via AISMM
- Generates a resource or service.
- Requires a certain combination of resources to operate.
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- Randomly generated via ABHA.
- Defines the type and number of components for a module.
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- Built by providing one blueprint and all its required components.
- Individual component production may be set from 0 to 127.5% in intervals of 0.5%.
- Once built, individual component production may not be modified.
- All resources generated by a module are reduced by ~18%.
- Essentially, the more components you have inside a module, the better.
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- Randomly generated via ABHA.
- A random combination of required services, a random duration, and a random reward.
- Reward is in the form of shares.
- Reward increases exponentially proportional to number of services and duration.
- Modules which produce the desired amount of services must be assigned.
- Enough energy to power the modules for the specified duration must be supplied.
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- A portion of all CRO spent goes to a prize pool.
- Accounts earn CRO in proportion to the shares they own.
- CRO is distributed according to an infinite formula so that most is distributed within 1 month but it never reaches 100%.
- Prize Distribution Formula:
- Prize Distribution Graph:
- 50% is distributed after 7 days.
- 75% is distributed after 21 days.
- 90% is distributed after 63 days.
- ~96.5% is distributed after 189 days.
- ~98.8% is distributed after 567 days.
- ENE - Energy
- Not produced by a component.
- Must be purchased from the energy AISMM.
- ATM - Atmosphere
- Produced by ECO.
- PEX - Payload Exchange
- Produced by ALO.
- WFO - Workforce
- Produced by CQU.
- ECO - Environment Control
- In
- ENE 4
- Out
- ATM 14
- In
- ALO - Airlock
- In
- ENE 4
- ATM 3
- Out
- PEX 15
- In
- CQU
- In
- ATM 5
- PEX 3
- Out
- WFO 45
- In
Service Components always produce 1.0 of its service which is directly consumed by contracts.
- LAB - Laboratory
- In
- ENE 11
- WFO 22
- ATM 3
- PEX 4
- In
- BCE - Briefing Center
- In
- ENE 9
- WFO 22
- ATM 4
- PEX 5
- In
- ADM - Administration
- In
- ENE 9
- WFO 22
- ATM 7
- PEX 2
- In
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- Many players will not have the time to sit around and watch the auctions all day.
- V2 will provide a market so that ABHA Items can be re-auctioned by players for profit.
- Some players may have plenty of free time and actually be able to earn by simply finding good deals during off-peak hours and then re-selling for profit.
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- V1 only has common components. V2 will introduce uncommon, rare, epic, legendary, etc, as well as contracts that need more rare services.
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- Labrats may be assigned to generate energy.
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- Crazy Scientists may be assigned to generate component packs.
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- CS may attend MIT where resource specialization may be improved.
- Spec provides between 0.5% and 8.0% bonus production for its resource type.
- CS may be assigned to a module whose components will adopt the CS' spec.
- CS may attend multiple times.
- Higher specialization is harder to improve.
- There is no effect if spec level acquired is less than current spec.
- There is no guarantee of improvement unless at least one spec type is level 0.