Official Proposal — Ore token, profession-specific rewards


Upon further examination of the previous proposal and new considerations we decided to not only expand on the original proposal but we have now added CLNY to the rewards while maintaining the central relevance of ORE.

However, this does not require any sacrifice on the part of landowners so you can unsheathe your swords. The issue we found is that if avatars are only rewarded in ORE and ORE/minerals are the only requirement to craft items and other things then CLNY loses a very significant use case as an additional requirement for crafting. If we require CLNY + minerals to craft then non-landowners need CLNY which they would have to either buy on Sushiswap or trade their ORE for, which could become a drag and hinder the user experience when we could just reward them with a little CLNY from the start.

If that was confusing, please ignore it. Everything is explained below.


-Mission rewards are slightly different for each mission type but the two most consistent will be CLNY and XP.
-CLNY will be rewarded to avatars via the treasury.
-ORE is rewarded for mining missions only.
-All professions can perform mining missions but only Miners receive improvements to their mining ability as they level up such as faster mining speed.
-XP is rewarded to all avatars but is not a shared reward.

The ORE token will still be tradable for CLNY in the DEX and there is still the incentive to hold it until minerals can be extracted from ORE.


It would be understood that initially, these minerals would not be extractable from ORE until a later stage of the game using a new building tentatively called a ‘Mineral Refinery’.

This way, missions can be introduced quickly, since only one new token needs to be created for rewards and the expansion can take place later when the first set of in-game items are introduced and players are able to extract the minerals from their ORE.

It also adds another burning mechanism for CLNY as the mineral refinery would cost CLNY to build which is burned.

Additionally, there is a basic CLNY fee for every extraction (maybe 0.25 CLNY). This fee goes to the treasury. Landowners may choose to charge an additional fee at whatever price they would like, hopefully within reason and depending on the value of their buildings (higher upgraded buildings could get away with charging more). 50% of the extra fee goes to the landowner and the other 50% to the treasury.


Players performing missions on another player’s land will have to share a percentage of the ORES with the landowner. This percentage is determined by the landowner.

When ORE are extracted, they are burned. Each ORE weighs 10 lbs and will contain:
• 90% / 9 lbs of “common” minerals - iron, aluminum, titanium, magnesium, chromium
• 10% / 1 lb of “rare” (trace) minerals - lithium, cobalt, nickel, copper, tungsten, gold

Either a player receives a fixed amount of these minerals every time or perhaps it would be more interesting if the amounts varied with each extraction so that there is an element of luck but that can be discussed later.


These can always change and be updated overtime with new types of missions added. This is just a basic concept for primary mission types.

Mining - available to all professions but only Miners excel in this area (rewards: ORE, CLNY, XP)
Research / Experiments - available to all professions but only Scientists excel in this area (rewards: CLNY, XP)
Coding / Hacking - available to all professions but only Programmers excel in this area (rewards: CLNY, XP)
Tinkering / Testing - available to all professions but only Technicians excel in this area (rewards: CLNY, XP)

The amount of CLNY rewarded upon completion of a mission will be based on future calculations but it will almost definitely be a fraction of 1 CLNY.


Vehicles, spacecraft, robots, equipment, spacesuit upgrades (aka jet packs), etc

One of the primary motives IMO of gameplay will be crafting items and each profession will play an equally important role in how just about every item is crafted.

These requirements would all need to be met before an item is crafted:

1 Minerals, the right amount of each type
2 Design blueprint, provided by Scientists only
3 Code blueprint, provided by Programmers only
4 Technician, physically crafts the item
5 One of the four main buildings
6 CLNY to pay the fee

As each profession levels up from XP they will, at certain levels, receive improvements to their profession. Here are a couple of examples for each profession:

Miners levels
-increase mining speed
-capability of mining unique minerals

Scientist levels
-improve research speed
-unlock new design blueprints

Programmer levels
-improve programming speed
-unlock new code blueprints

Technician levels
-improve crafting speed
-unlock new crafting abilities

Not only will these items help you progress in various ways (yes, including earning potential) but they will be owned by you and you can sell them anytime at the marketplace for whatever amount of CLNY you deem appropriate. A % goes to you and a % goes to the treasury.

There will be a perishability factor to most of these items although complete destruction would be rare. Repairs would require one or more of the minerals used to craft the item. If you’d like to sell a damaged item because its not worth having to you anymore, another player may be willing to purchase it still if it is more advantageous to buy your damaged item and repair it themselves rather than craft a new item.


CLNY rewards for missions come from the treasury or a new treasury just for mission rewards.

Nearly all transactions in the game will require CLNY and a percentage will be sent to the treasury based on careful calculations and will be modified accordingly to ensure an adequate and stable supply for rewards.


Landowners can opt in for a land-split in which they take a 50% cut in the amount of CLNY the plot generates. They can then charge a renter up to 50% of whatever that value is.

For example:

John wants to rent his plot currently earning 4/CLNY a day.
John opts in for a land-split and now earns 2/CLNY a day.
John may now charge a renter up to 1/CLNY a day.

The caveat is that John must provide incentive to the renter by reducing his own distribution percent of mission rewards and reduce or eliminate any additional fees to use his buildings.

Why would anyone be interested in this?
If you own a lot of land and would like to minimize participation this is a good option for you. You would retain only a slightly reduced passive income while contributing to the growth of the player base which is also to your benefit.
As a non-landowner, you may be tired of paying additional fees.

Furthermore, this creates a new market in the game where players with highly upgraded and developed buildings can increase renting fees according to how they appraise their own plots.


Guilds would consist of a Guild Leader or Leaders and a customizable hierarchy and roles. Basically you decide how to structure your guild, what your objectives are and the expectations of each position in the guild.

Any shared revenue is optional beyond the usual rewards distribution for avatars performing missions on another player’s land.

Benefits of starting or joining a guild:

-shared goals
-guild missions which yield unique rewards
-at some point guilds will be necessary to make certain advances in the game because it is unlikely that a single player will have high level avatars of all professions and enough resources to craft some of the BIG items
-fellow guild members may take a lower % of mission rewards to help you succeed


-cost CLNY + minerals
-notify LOs of incoming worm attacks giving them the opportunity to act
-various means can be introduced to either lure worms away or destroy them

DOMES (for dust storm protection)

-cost CLNY + minerals
-provides 24hr protection from dust storms
-when dust storms hit the “health” of the dome is diminished
-players must regenerate their domes or else they are destroyed


Users could supply ORE and CLNY to liquidity pools in the DEX, maybe in return for tx fees from that pool. ORE would be minted with each mission as a reward, and burned upon extraction, so supply should always be flexible, and the value will likely find equilibrium periods based on daily active users.

Alternatively, a treasury of ORE can be maintained in a similar way to how CLNY minted is split between rewards and the treasury. Users could then buy from this treasury, and sell to it for a price that is dependent on supply and demand algorithmically.