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Game Economics
1. Training
Trainers experiment and produce new innovative goods to sustain and improve characters. Training is the exercise of finding the most efficient and novel ways to use farmer resources to create goods that can be utilized within the game.
Ancient Kingdom will create the initial ( and growing ) list of crafting recipes for natural resources, and how they become new goods. Trainers can either consume/utilize their built composite resources and structures, collect compensation from their faction for exchanging them, or sell them in the game marketplace for Ancient Kingdom. In addiction, a player can also increase their skills-which will lead to unlocking new recipes-and ascending tiers of crafting.
Trainers roles within the game include: Research and Development, and Production.
Research and Development
R&D is akin to crafting or alchemy, where players experiment with different combinations of refined and raw materials in order to produce new skills.
● Initial Cost: Crafting rig costs fixed GOLD
● Maintenance Costs: Acquisition of raw and refined materials, pending the experiment, and an GOLD gas fee per learn.
● Yield: New skill that grants advantages in mining, skill, combat and expedition.
● Perks: Learning speed and improved recipe efficiency/potency
Production:
These trainers are responsible for the production and maintenance of skill at scale.
● Initial costs: Production Rigs (fixed GOLD), and recipes.
● Maintenance Costs: Acquisition of raw and refined materials per recipe, and an GOLD gas fee per learn.
● Yield: Deployable skill
● Earned Perks: Crafting speed and reduce waste
Exploring
Explorers depend on trainers to de-risk their expeditions and earn new opportunities to hunt new monsters and map. Exploration is one of most complex and aspirational activities in the game. Explorers utilize equipment and competitive skill to increase the efficiency and safety as an initial investment for well-endowed users on a selective or limited basis.
Explorers are the “ hunters “ of this hunter-gatherer society, charged with bringing back materials for miners to potentially reproduce, or for trainers to learn new items. These new materials can either be utilized to gain additional competitive advantage or sold for GOLD.
Explorers can also improve their skills, which can lead to advantages, such as:
● Reduce character damage while exploring.
● Increased efficiency in mining rare materials.
2. Fighting
Trainers depend on levels to gain advantages in combat. Fighting is required to capture loot-which can come in the form of resources and equipment goods from other players-and expand the boundaries of control of your faction. A player can buy-in to enter into scheduled matches or tournaments or attack the outer reaches of the map. The rewards increase the further into outer map on goes, but so does the risk and the cost of losing.
Trainers earn GOLD and resources from the salvage of fallen opponents from winning matches. They can use them to either repair equipment or reinvest into new skills/production or farming. Trainers can improve their levels, skills, which lead to increased dame outputs bonuses and defenses.
Fighting roles include
Executive Roles
Executives roles are responsible for ordering the Combat Roles to carry out actions.
● Initial Cost: Weapons and trainers
● Maintenance Cost: Currency in-game and repairs
● Yield: Bounty from raiding the losing equipment
● Perks: Accuracy and critical hit rates
Combat Roles
Combat roles are responsible for fighting and carrying out the actions instructed by the Executive Roles.
● Initial Cost: Weapons and trainers
● Maintenance Cost: Component items and NPCs
● Yield: Bounty in the form of GOLD and resources
● Perks: Accuracy, critical hit rates
In the special case of Stage PVP fighting, trainers and their players may risk losing all of the assets they deployed or brought on the expedition into Stage PVP, however, the reward is bountiful.
Siege Battle
Siege Battle roles: Players from different clan factions join the siege battle map, together with support gunners to dominate and govern the siege map
● Initial Cost: Weapons and trainers
● Maintenance Cost: Component items and NPCs
● Yield: Bounty in the form of GOLD and resources
● Perks: Accuracy, critical hit rates
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3. Allotment Funding
  • Liquidity: 25%
  • Dev: 25%
  • Operation: 15%
  • Ecosystem Development: 35%
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