A. Key Attributes
Type: In-game soft currency (non-tokenized).
Availability: Earned primarily through gameplay and controlled sales by the treasury.
Supply: Finite, limited by player activity and treasury reserves.
B. Utility
In-Game Transactions:
Purchase consumables, crafting materials, and basic services.
Trade GLOW with other players for items, equipment, or services.
Resource Management:
Power weapons, armor, equipment, and machines.
Required for maintaining settlements and Spires.
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
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.
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
Fixed Quantities and Prices:
GLOW is sold in predefined quantities (e.g., 100, 500, or 1,000 units) at DAO-approved prices.
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.
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 tax (e.g., 5%), which is returned to the treasury.
The tax creates a continuous GLOW sink and managed supply, ensuring long-term sustainability.