Intended economy · No token is available

Chapter 04

A player economy
built around utility.

NFTerra's planned cryptocurrency would connect minting, crafting, services, marketplace registration, item trade, and territory upkeep. The purpose is to make the currency useful inside the game—not to promise price appreciation.

One supported quote currencyTradeable by defaultPublic settlement accounting

One currency throughout the game

One Gold. A thousand Copper. The same token.

One Gold is one NFTerra token. Ten Silver, one hundred Bronze, or one thousand Copper have exactly the same value. The maximum supply includes both treasury holdings and tokens in circulation.

Gold

1 token

1,000 Copper

Silver

0.1 token

100 Copper

Bronze

0.01 token

10 Copper

Copper

0.001 token

The smallest supported unit

The intended economy includes real-money purchases, mob drops, daily rewards, project gifts, and player trade. Distribution draws from funded reserves within the cap. Current development focuses on backend systems and exact accounting; reward rates and game content come later.

Players would sell tokens through supported external markets and fiat providers. NFTerra does not promise direct cash redemption, liquidity, or a market price.

The proposed settlement currency

One economy, many reasons to spend.

The currency is intended to move because players need useful actions, inputs, and services—not because the website claims it will rise in value.

NFTerra's project treasury would hold the project allocation within the one-billion-token ceiling. Currency paid to the game for minting, repairs, registration, and other system charges would return to this Yasa-owned wallet. Yasa could sell those same tokens again through approved in-game and external channels. The tokens are recycled, not destroyed; total supply does not increase.

Player trade payments go to the seller or specialist. Separate trade fees return to the project treasury and depend on verified trading or merchant skill. The price and fee are shown before confirmation and remain fixed through settlement. Exact rates, discounts, and payment routes are still being designed.

Local development now tests whole sealed-base and ordinary-stack sales between two inventories, using valueless balances. Return sales preserve item identity and level. Frozen merchant-skill fees pay the treasury, consideration pays the seller, and retries cannot charge twice. Received items remain locked until a clearly marked local receipt simulation completes. The public marketplace, token sales and actual public settlement remain planned.

Economic advantage is deliberate—but the total stays 100.

Currency could buy equipment, materials, services, access fees, and bounded experience acceleration. No purchase can add a 101st point or a second character to the device.

Item creation

Minting

Fees, bases, materials, catalysts, tools, and specialist services could all require currency.

Item evolution

Repair & enhancement

Later repair, enchanting, upgrading, socketing, and reforging could create recurring sinks.

World systems

Territory upkeep

Settlement totems would consume currency and resources to maintain temporary protection.

Market access

Registration & fees

A progression gate and registration payment are the current working design for global access.

Player services

Specialist work

Minting, repair, construction, and other specialist work—including qualified skill reallocation—could be priced freely by the players providing them.

Content

Approved utility

Additional sinks could support events, tools, storage, transport, or other balanced gameplay systems.

An interconnected dark-fantasy workshop district where blacksmiths, cooks, builders, enchanters, traders, and customers exchange specialist work
Player-run specialist quarterIllustrative · no market is live

Why finite skill matters economically

A useful city is built from professions that need one another.

No character can fit gathering, production, combat, building, and every service into the same 100-point budget. That constraint turns mastery into player-supplied work.

  • Gatherers supply production chains they cannot finish alone.
  • Creators depend on materials, tools, customers, and other specialists.
  • Owners can commission bounded work without surrendering unrestricted custody.
  • Currency circulates because useful actions require both economic and gameplay inputs.

Sources, circulation, and sinks

A useful economy needs reasons to earn, exchange, and consume value.

The currency, ordinary resources, sealed loot, NFTs, services, organizations, settlement systems, and external markets would connect through different authorities but one reconciled economic event model.

A radial dark fantasy economy diagram connecting combat rewards, gathered resources, project token release, player wallets, markets, minting, settlement upkeep, external exchange, and ledgers
Hybrid economy flow mapIllustrative · no token or market is live
  1. SourcesProject release, eligible rewards, gathering, production, and approved buildings introduce value under caps.
  2. CirculationWallets, direct trade, services, and the global marketplace move currency and assets between players.
  3. SinksMinting, item work, registration, tools, settlement upkeep, construction, and other utility consume value.
  4. ReconciliationToken balances, NFT ownership, game inventory, escrow, exchange books, and public receipts must agree.

The unified player marketplace

Different asset rails. One market experience.

The proposed market would present eligible game-ledger items, minted NFTs, and services together while settling each through its canonical authority.

Market assetWhat a buyer receivesCanonical authorityTrade condition
Sealed item baseAn unidentified, unusable base with disclosed family and origin information plus hidden mint potential.Authoritative game item ledgerTradeable before minting; temporarily lockable during listing or escrow.
Minted relicA usable unique game item with final name, appearance, statistics, token identity, and provenance.Supported NFT contract plus reconciled game availabilityTradeable inside NFTerra when eligible, owned, approved, and unlocked. External NFT transfers are blocked by the contract.
Ordinary item or materialsConsumables, resources, catalysts, runes, tools, and other approved game inventory.Authoritative game item ledgerTradeable by default unless temporarily locked.
Specialist serviceA defined work order such as minting or repair without transferring unrestricted custody to the provider.Service escrow, game rules, and relevant asset railInputs and payment settle only after the agreed service outcome.
Quest itemNothing; it represents private quest progress rather than a market asset.Private quest and progression ledgerNever listable, giftable, exportable, mintable, or wrappable to bypass binding.
A guarded exchange where players could trade sealed crates, materials, services, and unique relics
Player-market concept artIllustrative · not a market capture

Example economic path

A beginner dagger could begin a much larger story.

  1. 1. A new player defeats a low-level rat and receives a sealed dagger base.
  2. 2. The player could sell it sealed, keep it, or acquire currency and materials for a mint attempt.
  3. 3. A chosen blacksmith could mint it through escrow, with outcomes influenced by their skill and the committed inputs.
  4. 4. If successful, the resulting dagger would become a unique NFT with its own name, statistics, appearance, minter, and origin.
  5. 5. The owner could equip it or later list it in the global market for NFTerra currency.

Every step represents intended design. No dagger, marketplace, currency, or NFT exists as a live product today.

Recovered from the legacy Miro board · Candidate systems

The older design tied local services to risk, storage, and survival.

The principles are valuable, but the exact death-loss rules conflict on the board. Minted items stay inside NFTerra; damage, destruction, theft, and recovery still require explicit game rules, contract authority, and consent.

Biome gathering

Forests, rocky areas, mountains, and other validated terrain could enable wood, stone, metal, and related gathering with the correct equipped tools.

Protected storage

Settlement banks or other storage services could protect selected inventory, increase capacity, and create a trusted local service business.

Meaningful death

Death could risk carried game-ledger items through damage, destruction, theft, or recovery windows; exact protected slots and NFT rules remain open.

Offline shops

Player-managed shops in operated settlements could continue selling approved listings while the owner is offline.

Local service fees

Settlement operators could charge transparent, bounded fees for storage, production, trade, communication, defence, or other maintained infrastructure.

Resource consumption

Construction, upgrading, crafting, and totem upkeep could remove ordinary resources from circulation without making every stack an NFT.

Public accountability without exposing private play

Every completed exchange would leave evidence.

NFTerra-supported exchanges are intended to maintain an append-only exchange subledger and contribute a public settlement record or cryptographic commitment.

Exchange subledger

Orders and lifecycle

The responsible venue would record authorization, matching, price, fees, locks, settlement, failures, disputes, and corrections.

Public record

Verifiable completion

NFT sales could use on-chain transfers. Non-NFT trades could publish receipts or commitments without converting the item into an NFT.

Privacy boundary

Only necessary proof

Exact location, real identity, private quest state, device identifiers, and hidden loot outcomes would stay out of public trade data.

One trade, one economic event.

Token movement, item ownership, NFT transfer, exchange records, fees, and player inventory would have to reconcile before a trade is marked complete. Retries must return the original result rather than execute a duplicate.

Access and market integrity

Global trading would be earned, registered, and supervised.

Level 5 and a one-time currency registration fee are the current working thresholds, not final rules.

Eligibility could also depend on age, jurisdiction, account standing, wallet status, sanctions and fraud controls, marketplace terms, and regional availability.

  • Listings and sales would use only NFTerra currency on supported NFTerra markets.
  • Price history would distinguish real settlement from asking prices, gifts, internal movements, and wash trading.
  • Project, treasury, liquidity, and related-party activity would require clear disclosure.
  • Stolen assets, disputes, freezes, refunds, chargebacks, and corrections need explicit policies.
  • External venues would need contract, metadata, settlement, privacy, and reporting compatibility.

Still to be decided.

  • Initial circulation within the one-billion-token cap, production contracts, and audit scope
  • Treasury allocations, locks, and vesting
  • Primary purchase pricing, approved payment flow, and external liquidity
  • Wallet custody and device-loss recovery
  • Marketplace fees and listing formats
  • KYC, AML, sanctions, age, and regions
  • Public receipt format for non-NFT trades
  • Trading skill fee curves, payer allocation, and treasury resale timing

The transferable token purchase flow and randomized NFT mint design require specific store and provider review before commercial release. No payment or cash-out service is active.

Next chapter

The economy needs a system that knows which facts belong where.

Review the proposed separation between the map client, authoritative game world, mint and exchange bridge, and public ownership rails.