Implementation Roadmap
Milestone-gated rollout from land and mining through economy to armies.
Implementation Roadmap
Phases are gated by on-chain milestones, not calendar dates.
Target chain
Gnosis Chain (current target — subject to change). Chosen for low gas costs, which matter for frequent PoW submissions, resource stream updates, and army state transitions. Superfluid is deployed on Gnosis Chain. If the chain changes, streaming infrastructure compatibility is the primary constraint to re-evaluate.
Phase 1 — Tiles & Mining
Milestone to advance: 100 tiles claimed
Maintenance, Harberger acquisitions, and USDCx streaming are inactive during this phase. Auction proceeds accumulate in the treasury. Only auctions, mining, and resource discovery are live.
PermissionRegistrydeployment (core infrastructure — required from day one)- Beacon proxy factory for
TileInstance,PlayerProxy - Hex map + continuous frontier auctions
- Tile licence model with
TileHarberger.settle()as the canonical transfer path - Resource discovery (hash-based PoW, rarity assignment, stream-mint ResourceToken)
- Patent Office signer service (LLM name validation + cryptographic approval)
- Slot system per tile
- Basic UI: map view, bidding, mining
- Registry support for void seams and crown geometry
Phase 2 — Economy
Triggered after Phase 1 milestone (100 tiles claimed)
- Maintenance GDA pools (PlayerProxy as admin, tiles as members, up to 3 resource tokens per tile)
- On-chain local resource bonus (3-ring, sourced from
sourceTileIdat registration) - Declared value calculation + UBI GDA pool (7-day smooth, programmatic rate)
- Harberger acquisition mechanic (36-bit bitmap claim, dispute, accept/refuse)
- Resource market and order books
- Faction formation, crown detection, and treasury victory stream
- Faction-aware frontier placement checks
- OCA faction scaffold: treasury cap, warrant registry, bounty escrow, loyalist membership constraints
Phase 3 — Armies
Milestone to advance: 1000 tiles claimed
- Army spawning via periodic auctions
- Four states: moving, trenching, raiding, attacking
- Food maintenance stream + chaos/starvation mechanic
- Deterministic attrition combat model
- Mercenary delegation mechanic
- Army upgrades (require burning resources — spec TBD)
Phase 4 — Hardening & Balance
- Governance parameters (threshold calibration, base rates)
- Analytics and economic dashboards
- Balance calibration: PoW difficulty, food cost exponent α, army upgrade costs
Open questions
- PoW difficulty thresholds per rarity tier (T_common, T_uncommon, T_rare, T_legendary) — requires empirical benchmarking against real hardware. Thresholds determine both rarity class boundaries and the flow rate range within each tier (
flowRate = baseRate × tierUpperThreshold / hashValue). Must be co-calibrated so discovery time feels meaningful without being prohibitive. - Base emission rate per tier (baseRate_common, baseRate_uncommon, baseRate_rare, baseRate_legendary) — the floor output of a minimum-quality discovery in each tier. Sets the absolute scale of the resource economy; calibrate after thresholds are set.
- Army upgrade costs and progression
- Superlinear food cost exponent α (balance between small-army advantage and large-army viability)
- Destruction bonus composition (food loot, resource drop, or other)
- General delegation framework (mercenary trust model, multi-party coordination, revocation)
- Doctrine system once crown/faction play stabilizes
- OCA AI governor policy: budget allocation, warrant thresholds, loyalist recruitment, refugee camp audits, and crown escalation
- Exact combat modifier values (terrain, ally support)
- Genesis reserve price for the first frontier auction
- effectiveDays neighbor modifier values (currently 2.5 per foreign, 1.0 per own — validate against desired acquisition cost curve)