Pool Replenishment and Revenue

Pool replenishment

The total revenue unlocked in a day will be distributed among small pools corresponding to different enemies or quests in the game that distribute blocks.

The amount in a pool can grow larger than its base capacity and grows indefinitely over time if no revenue is earned from it which makes it more and more attractive to farm.

Note that while the amount replenished from an empty pool is relatively high, it will not grow out of proportion too much. Therefore one empty pool that is farmed intensely won’t have a major impact on the game economy. This is essential as it prevents balancing issues or exploits from having an impact on more than the single quest or enemy to which the pool corresponds to.

Example

The first empty pool will recover fast while larger pools will grow slowly.

As the revenue earned from a pool is proportional to its content, the content of a pool will self-balance around its base size except if it is overly farmed or if no player is able to complete a corresponding quest.

Pool revenue

In order to reward players more for difficult quests and enemies and to incentivize players to explore the game, the reward for completing a quest or killing an enemy will be scaled proportionally to the amount in a corresponding pool. So the more often a quest is completed the less blocks it will give every time. It is also a safety mechanism to prevent bug exploit to have a significant impact on the game economy.

This last bonding curve equation ensures consistent earnings at all levels of the pool.

Example

Which is slightly lower than 50% of the revenue because the content of the pool diminishes as the revenue is earned.

Parameters used

The main pool for revenues given in the game is at launch:

The size of the main pool could go over it's initial value as some the blocks earned from staking will be spent in the game.

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