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@flcoder
Created May 10, 2023 12:11
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Introduction

  • 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.

New Blockchain Concepts

  • Automated Block Hash Auction (ABHA)

    • 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.
  • Automated Infinite Supply Market Maker (AISMM)

    • Produces, buys and sells a fungible product.
    • Price and rate of production vary inversely proportional to current supply.
  • Overview

    • 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.

V1

  • 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.


Game Concepts

  • Energy

    • Produced, bought and sold via AISMM.
    • A resource required by some components.
  • Components

    • Produced, bought and sold via AISMM
    • Generates a resource or service.
    • Requires a certain combination of resources to operate.
  • Blueprints

    • Randomly generated via ABHA.
    • Defines the type and number of components for a module.
  • Modules

    • 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.
  • Contracts

    • 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.
  • Prize Pool

    • 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 Formula
    • Prize Distribution Graph: Prize Distribution Formula
    • 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.

Resources List

  • 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.

Resource Components List (Common)

  • ECO - Environment Control
    • In
      • ENE 4
    • Out
      • ATM 14
  • ALO - Airlock
    • In
      • ENE 4
      • ATM 3
    • Out
      • PEX 15
  • CQU
    • In
      • ATM 5
      • PEX 3
    • Out
      • WFO 45

Service Components List (Common)

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
  • BCE - Briefing Center
    • In
      • ENE 9
      • WFO 22
      • ATM 4
      • PEX 5
  • ADM - Administration
    • In
      • ENE 9
      • WFO 22
      • ATM 7
      • PEX 2

V2

New Features

  • ABHA Items Market

    • 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.
  • Abundance

    • V1 only has common components. V2 will introduce uncommon, rare, epic, legendary, etc, as well as contracts that need more rare services.
  • Running Wheel Generators

    • Labrats may be assigned to generate energy.
  • Crazy Component Labs

    • Crazy Scientists may be assigned to generate component packs.
  • Multiverse Institute of Technology (MIT)

    • 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.
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