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A. Key Attributes

Type:

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An in-game

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“soft” currency not tokenized on-chain.

Availability: Earned

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through gameplay and

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can be purchased from the treasury when available.

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Supply: Finite, limited by player activity and treasury reserves.

B. Utility

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Key Characteristics and Utility:

  • Everyday Transactions:

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    • Used to purchase consumables, crafting materials, travel costs between regions, and basic player driven services.

    • Trade GLOW with other players for

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    • equipment,

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    • crafting services, and soft in-game items.

  • Resource Management and Equipment Powering:

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    • GLOW is required to operate and maintain weapons,

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    • armour, equipment, and machines.

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Required for maintaining settlements and Spires.

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Spire Ignition and Maintenance:

  • Ignite new Spires to expand Holdara’s world, earning proportional RLM rewards.

  • Contribute GLOW to maintain Spires and prevent settlements from falling dormant.

C. Glowstone Distribution

  1. Earned Through Gameplay:

    • Combat and Quests: Defeat the Nanovoid, complete missions, and earn GLOW.

    • Player-to-Player Services: Trade GLOW for crafted items or services such as crafting.

  2. Treasury Sales:

    • GLOW can be purchased with RLM directly from the treasury when reserves are available.

    • Sales are limited to existing reserves to prevent inflation.

D. Treasury Sales Policy

  1. Fixed Quantities and Prices:

    • GLOW is sold in predefined quantities (e.g., 100, 500, or 1,000 units) at DAO-approved prices.

  2. Limited Supply:

    • The treasury can only sell GLOW it has accumulated through in-game transaction taxes or Spire contributions.

    • No artificial GLOW creation ensures economic integrity.

  3. DAO Oversight:

    • The DAO governs GLOW pricing and sales, adjusting as necessary to maintain balance and avoid scarcity or oversupply.

E. Glowstone Transaction Tax

  • All in-world GLOW transactions (player-to-player or player-to-NPC) are subject to a small Settlement and Spire Interaction:

    • GLOW is used to ignite new Spires, expanding the Infinite Realm and unlocking new settlements, biomes, and resources.

    • Maintaining active Spires and preventing settlements from going dormant requires a steady supply of GLOW.

Earning GLOW:

  • Gameplay Rewards:

    • Defeat enemies controlled by the Nanovoid and complete player set quests to earn GLOW.

    • Gain GLOW by providing services to other players, like crafting, trading, or hiring out your Holdaran as a mercenary.

  • Treasury Sales (Optional):

    • If players require additional GLOW, they can purchase it from the treasury with RLM, subject to availability and DAO-approved pricing.

Supply Management and Sustainability:

  • Finite Supply:

    • GLOW is not artificially created. It must be earned in-game or come from the treasury’s existing reserves.

  • Transaction Tax:

    • A tax (e.g.,

    5%
    • 10%)

    , which
    • is

    returned to the treasury.The tax creates a continuous GLOW sink and managed supply,
    • applied to all GLOW transactions. This tax goes back into the treasury, creating a natural sink and ensuring long-term sustainability and controlled circulation.

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