Economy · Concept

Structures

One company per server, funded in shares, steered by vote, and paid by what its players do.

In short

A structure is a server's company. It belongs to whoever holds shares in it, it produces according to what its players do with the bot, and it decides its future by voting.

A share costs 100 endercoins, a fixed price that never moves. On activation the structure is seeded with 100 shares, that is 10 000 endercoins of capitalization, and every share minted afterwards funds a voted upgrade.

Output does not come from a building but from the activity score, fed by seven different actions. The daily reward weighs the most at 500 points, and the score halves every seven days: a structure does not live off its past. Every 1 000 points protect one more share from a forced buyback.

Upgrades form four independent branches, each climbing to level ten. The first level costs 6 000 endercoins, the last 135 000, and buying everything costs 2 000 000 endercoins. The price rises fast so that even the first upgrade is a real decision.

Nothing buys itself. An acquisition goes to a vote for 48 hours and the option gathering the most voices wins, the status quo included. The dividend is minted weekly instead: every 1 000 points of productivity are worth one endercoin.

What keeps a structure alive

Each action adds its weight to the score, which halves every seven days. Every 1 000 points protect one share.

Action Weight Actions per share
The counted actionsthe weight is added to the score, then the score decays
Daily reward5002
Treasure found2005
Shrine offering2005
Hourly reward10010
Summon5020
Mana spent10100
Witnessing an event10100

Mana counts on its own terms: every mana point spent is worth 1 activity point, with no floor and no rounding.

The board

The `/structures` screen, column by column: productivity loses half its value every seven days, and mints one endercoin per 1 000 points.

One structure row
Structure
3 to 5 characters
The server name and its ticker, 3 to 5 characters long, unique across the game.
Productivity
Half-life 7 days
The weighted activity score of the moment. It is never reset: half of it fades every 7 days.
Trend
Over 7 days and more
The curve follows productivity, not a price. A server going quiet slides down on its own within 7 days.
Shares
100 endercoins
A share costs 100 endercoins, always. That price never moves, only productivity does.
Free shares
1 000 protected shares
What nobody has taken yet. The main holder's first 1 000 shares cannot be bought out.
Weekly mint
1 per 1 000 points
The week's new money: one endercoin per 1 000 points, paid into the treasury before any split.

The listing

A structure is born listed: a ticker, 100 seed shares, and a share price frozen at 100 endercoins.

Seed shares
100 shares
The server receives them on activation, it does not buy them.
Share price
100 endercoins
Fixed. Neither demand nor the treasury moves it.
Seed capitalisation
10 000 endercoins
Every share minted afterwards funds a voted upgrade, still at 100 endercoins.
  • The ticker is an identifier, not a name. From 3 to 5 capital letters, unique across the whole bot: it is what you type to name the structure.
  • A ticker can be renamed at most once every 72 hours, and the old one stays reserved for 30 days before returning to the pool.

Productivity

Output is not a stock: it is the sum of the players' activity scores, halved every seven days, then multiplied. Each dividend level adds 5 %.

Pooled activity score
sum of the scores, halved every 7 days
Each player credits their primary structure, and only that one.
Dividend multiplier
+5 % per level, up to +50 %
Only active levels count, meaning the ones a vote acquired.
Server boost
+50 % partner, +100 % official
It adds on top of the product, it does not replace the multiplier.
Productivity
productivity points
This number, and nothing else, becomes endercoins: every 1 000 points is worth one.
  • The server boost is the one input you cannot earn by playing. A partner server produces 50 % more, the official server 100 % more.

The weekly dividend

Once a week productivity is minted into endercoins: every 1 000 points is worth one.

01
The measure
Every contributor's score is decayed to the minting instant, then summed. A player gone for 7 days is worth half of what they were.
  • decay applies on read, every 7 days
02
The mint
Productivity is floored, then divided by 1 000. The remainder is not minted, and it is not carried over.
  • 1 000 points per endercoin
03
The split
The pool is paid pro rata to shares held, rounded down for each shareholder.
  • shares held over total shares
  • the rounding remainder is not paid
04
The lock
A share bought too recently misses the next mint: it must be held for more than 72 hours.
  • 72 hours of holding
  • The dividend is the system's only creation of endercoins. Nothing else mints any: 1 000 productivity points is one endercoin, and the rest is gone.
  • The 72 hour lock exists for one reason: without it you would buy the day before the mint and sell the day after.

The share market

A purchase is not routed at random: depending on the structure's state it goes primary, secondary, or is refused. A share always costs 100 endercoins, and you may buy once every 1 hours.

Structure statePrimary marketSecondary marketRefused
Negative treasuryThe money has to come back to the treasury, and a resale between players would repair nothing.··
Shares are listedExisting supply is absorbed before any new issuance.··
Primary pool openNobody is reselling: the structure issues and collects itself.··
Fully heldThe cap table is fully held and nothing is listed: there is nothing to buy.··
  • Automatic buyback is the one buyer that never sleeps. It takes back at most 1 % of the total per day, and only from a listing left untouched for 24 hours.
  • A negative treasury is not fatal, it is timed: 72 hours to bring it back above zero.

The treasury

The common vault, the one the vote spends. It fills with one endercoin per 1 000 points of productivity, and takes 72 hours in the red before the buyback kicks in.

What fills it
  • Weekly mint
    1 per 1 000 points
    The week's new money, paid into the vault before anything is split.
  • Share sales
    100 endercoins per share
    Every share a player buys lands in the vault, at a fixed price.
What drains it
  • Upgrade purchase
    2 000 000 endercoins in total
    The only voted spending: all four branches fully built cost this much.
  • Automatic buyback
    1 % of capital per day
    It only touches a share left 24 hours on sale without a buyer.
What freezes it
  • Overdraft grace
    72 h
    Past that delay, a negative vault sells shares back to refill itself.
  • Dividend lock
    72 h
    A share bought too recently misses the week's mint.
  • Delay between buys
    1 h
    It applies per player, and stops anyone sweeping the capital in one evening.
  • An empty vault does not freeze the structure, it sells it. After 72 hours in the red, the automatic buyback takes 1 % of the capital per day.
  • Nothing leaves the vault without a ballot, and a single player can only buy shares again every 1 h.

The upgrades

Four independent branches, ten levels each. A whole branch costs 500 000 endercoins, all four 2 000 000.

Level Tier price Running total Dividend Summon Mana Encounter
Level 1 6 000 endercoins6 000 endercoins+5 % productivity1 free summons12,5 % of the hourly roll14 h delay, loot tier 2
Level 2 11 000 endercoins17 000 endercoins+10 % productivity2 free summons25 % of the hourly roll12 h delay, loot tier 2
Level 3 17 000 endercoins34 000 endercoins+15 % productivity3 free summons37,5 % of the hourly roll10 h delay, loot tier 3
Level 4 24 000 endercoins58 000 endercoins+20 % productivity4 free summons50 % of the hourly roll8 h delay, loot tier 3
Level 5 33 000 endercoins91 000 endercoins+25 % productivity5 free summons62,5 % of the hourly roll6,5 h delay, loot tier 4
Level 6 44 000 endercoins135 000 endercoins+30 % productivity6 free summons75 % of the hourly roll5,5 h delay, loot tier 4
Level 7 58 000 endercoins193 000 endercoins+35 % productivity7 free summons87,5 % of the hourly roll4,5 h delay, loot tier 5
Level 8 75 000 endercoins268 000 endercoins+40 % productivity8 free summons100 % of the hourly roll4 h delay, loot tier 5
Level 9 97 000 endercoins365 000 endercoins+45 % productivity9 free summons112,5 % of the hourly roll3,5 h delay, loot tier 5
Level 10 135 000 endercoins500 000 endercoins+50 % productivity10 free summons125 % of the hourly roll3 h delay, loot tier 5
  • Dividend adds 5 % to productivity per level, up to +50 % for the full branch.
  • Summon grants 1 summon per proc and per level, so 10 at the top.
  • Mana returns 12,5 % of the hourly mana roll per proc and per level, up to 125 %.
  • Encounter drops the spawn delay from 16 hours to 3, and raises the loot tier with the level.
  • The price is not linear. From 6 000 to 135 000 endercoins a step: the upper half of a branch costs more than everything below it.
  • Nothing is bought alone: each level goes through a 48 hour vote, and comes out of the common treasury.

The shareholder's roll

Holding shares pays more than a dividend: on every eligible command the structure rolls. Each share is an independent 1 % chance.

01
One command, one roll
A summon or an hourly reward starts the roll. Only one structure may fire, even when the player holds several.
  • one structure per command
02
The odds
Each share is worth 1 %, and shares compound: the structure fires with the complement of failing on every share.
  • 1 % per share, compounded
03
The payout
Shares buy the frequency, the branch level buys the size: up to 10 free summons or 125 % of the mana roll.
  • the level decides the amount
04
The rest
A proc cannot repeat before 24 hours, per player, per structure and per branch.
  • 24 hours between procs
  • Shares buy the odds, never the amount. The ceiling stays 10 summons or 125 % of the mana roll, however many shares are held.
  • The 24 hour rest is counted branch by branch: two branches may proc on the same day.

The general assembly

The screen >structure vote opens: one line per option, status quo included. A ballot stays open 48 hours, and every share held is one vote, at the fixed price of 100 endercoins.

Acquisition ballot
  • Dividend 6 000 endercoins

    The next tier. Raises productivity by 5 % per level, up to +50 % once the whole branch is up.

  • Summon 6 000 endercoins

    The next tier. Adds 1 free summon per proc, reaching 10 at the end of the branch.

  • Mana 6 000 endercoins

    The next tier. Returns 12,5 % of the hourly mana roll per proc, up to 125 % at the end of the branch.

  • Encounter 6 000 endercoins

    The next tier. Brings server encounters closer: 16 hours of wait at the start, 3 hours once the branch is up.

  • Status quo

    The option that buys nothing. It sits on every acquisition ballot, and the treasury stays untouched if it wins.

DividendSummonManaEncounterStatus quo
What closes the ballot
Duration
48 hours, with no early close
Weight of a vote
one share, that is 100 endercoins
  • Voting costs nothing, and a ballot can be changed while the vote is open. One button per option, and each press toggles the vote.
  • The ballot only offers the next tier of each branch, never a jump: the first step costs 6 000 endercoins.

The votes

A structure spends nothing without a vote. A vote runs for 48 hours, with no majority threshold and no early close.

Vote typePluralityStatus quo possibleAuto pickTiebreak
AcquisitionYou pick the upgrade to buy. If nobody votes, nothing is bought.·
RemovalYou pick the upgrade to tear down. If nobody votes, the most expensive one goes.·
  • A ballot weighs what its caster holds in shares. On a tie, the choice whose first approval landed earliest wins, never a coin flip.

The hostile takeover

A more active shareholder can tear one share from a less active one, paid 100 endercoins, within what the target's score leaves unprotected: one share per 1 000 points.

01
The delay
One takeover per attacker every 4 hours, and never against yourself.
  • 4 hours between attempts
  • you cannot take your own shares
02
The activity gap
The attacker's score must be strictly greater than the target's. A tie does not qualify.
  • strictly greater, never equal
03
The shield
The target protects one share per 1 000 score points, never beyond half the cap table.
  • one share protected per 1 000 points
  • half the cap table at most
04
The seizure
One share changes hands, paid 100 endercoins straight to the target. Neither treasury nor price moves.
  • one share, 100 endercoins
  • The half cap is what keeps the game open. Even a perfectly active shareholder cannot lock more than half the cap table: 1 000 points protect one share, no more.
  • The 4 hour delay applies to the attacker, not the target: the same structure can be attacked several times a day.

The commands

>structure
>structures · >str

Manage your structures

buy Buy a share in the structure
sell Sell your shares in the structure
  • [amount] Number of shares to sell
  • [server_id] Server ID to sell shares from
vote Propose / view / approve / withdraw in the General Assembly
  • [action] propose / view / approve / withdraw
  • [choice] Choice ID to approve/withdraw (e.g. ACQUIRE:DIVIDEND:1)
Also disableenablehtinformationlistmenuprimarytop