Economics
Here is a summary of everything related to the economic aspect of First Explorers.
Note: These are initial prices and depending on how the event evolves are subjected to change.
Energy
1 energy point is refilled automatically every 30 minutes. Full refill in 5 hours.
Battery packs are available for purchase as well:
Battery units | UM |
---|---|
10 | 1000 |
50 | 2000 |
100 | 3000 |
Building staking
Every building requires a staking of 5000 UM. Buildings can be removed at any time with a unstacking lineal fee per day:
Period | UM fee % |
---|---|
Day 0 | 100% |
Day 1 | 90% |
Day 2 | 80% |
Day 3 | 70% |
Day 4 | 60% |
Day 5 | 50% |
Day 6 | 40% |
Day 7 | 30% |
Day 8 | 20% |
Day 9 | 10% |
Day 10 | 0% |
Buildings production
Richness | 1 u. production | u. produced (3h) | No-owners fee (3h) |
---|---|---|---|
Regular | 60 min | 3 | 100 UM |
Abundant | 30 min | 6 | 200 UM |
Wealthy | 20 min | 9 | 300 UM |
Note: The maximum production capacity is increased up to 6h for owners.
Buildings revenue share
All UM fees from buildings are shared within owners with the same type of building (biome and rarity). The game keeps 10% of revenues intented for the development of the game, and the remaining 90% is divided between owners.
Based on how many buildings the owner has along with its richness, a share is received. The income is divided in 18 different pools, one per biome and rarity.
Owners who have a building in a pool automatically participate in the share of benefits of its pool, which can be claimed at any time.
Revenue is calculated by dividing the World Production Power by Player Production Power, which depends on the biome richness.
Richness | Production Power |
---|---|
Regular | 5 |
Abundant | 10 |
Wealthy | 15 |
The following variables are calculated for each biome and rarity:
- Player Production Power: (5 * Regular) + (10 * Abundant) + (15 * Wealthy).
- World Production Power: Production Power of all users.
- UM World Pool: Total $UM spent on buildings.
With these variables the final revenue is calculated as follows:
UM World Pool * Player Production Power / World Production Power
Example:
A player has a building in Mystical II Wealthy biome.
There are 200 buildings (Mystical II Wealthy) in the world with a total production power of 2.000 resources.
All players spend 300.000 $UM in buildings of Mystical II in a given day.
Accumulated pool: 300.000x90% = 270.000 $UM
Revenue per produced unit: 270.000/2000 = 135 $UM
Building revenue in Mystical II Wealthy (production power 15) = 135 $UM * 15 = 2.025 $UM
Ranking rewards
The top 100 explorers will obtain $UM and exclusive NFTs rewards.
Position | NFT prize | $UM prize |
---|---|---|
1 | Statue of your UMi + Medal 1st | 500,000 |
2 | Medal 2nd | 400,000 |
3 | Medal 3rd | 300,000 |
4 | Medal top 10 | 200,000 |
5 | Medal top 10 | 100,000 |
6 | Medal top 10 | 90,000 |
7 | Medal top 10 | 80,000 |
8 | Medal top 10 | 70,000 |
9 | Medal top 10 | 60,000 |
10 | Medal top 10 | 50,000 |
11 - 20 | Medal top 100 | 40,000 |
21 - 30 | Medal top 100 | 35,000 |
31 - 40 | Medal top 100 | 30,000 |
41 - 50 | Medal top 100 | 25,000 |
51 - 100 | Medal top 100 | 20,000 |
As a lottery, 10 wallets among the top 100 of the ranking will receive 100.000 UM as well.
Mystery Box
Reward | % |
---|---|
10 UM* | 25 |
25 UM* | 10 |
50 UM* | 5 |
2 energy | 10 |
3 energy | 3 |
5 energy | 2 |
5 ranking points | 25 |
10 ranking points | 15 |
25 ranking points | 5 |
*Mystery Box UM rewards are limited to 50,000 total UM per day. These UM are added throughout the day to prevent them from running out early in the day.
Clothing bonus
Bonus level | Max. drop increase | Double drop % |
---|---|---|
none | +0 | 1% |
1 | +0 | 3% |
2 | +1 | 3% |
3 | +1 | 5% |
4 | +2 | 5% |
5 | +3 | 10% |
Costumes bonus increase based on its rarity: Legendary (level 3), Epic (level 2), Rare (level 1).