Ether Kingdoms: economic and game model

Ether Kingdoms basic model is very simple. Though you most likely already have read about it in our White Paper, we wanted to talk about it again, just in case. Every player has their Kingdom with 25 mines, where they mine IMPs, or the game’s tokens. For the mine to become functional, the player needs to send between 100 and 400 IMPs to work in it (1st and 4th level respectively).

The player starts the game at level 1, having only one mine. By raising their level, players open new mines, having 25 mines when they reach level 25. After that, players can upgrade their mines by raising their levels — a progression that goes on until level 100, which is when all of the 25 mines can be upgraded to the top level 4.

How do you raise your level? It’s simple — just battle with bots or other players and your level will grow. Ether Kingdoms battles go on in the style of My Brute, meaning that they don’t require the player’s control.

This is how we released the game in May of 2018. We also released 13 million tokens, of which 9.7 million were allocated to be mined by players. Why these numbers? We took a couple of factors into consideration, first of all, the size of our possible active audience and hashrate (or the mining speed). By the beginning of October, our mining speed points to the fact that all IMPs will be in the players’ wallets by the end of 2019 / beginning of 2020.

Of course, we didn’t think that it’s enough to just have players send their IMPs to mines or simple battles and hope to be called a good, full-blown game. This is why we continue to develop the gameplay in such a way that it becomes more complex, interesting and exciting.

We started with introducing an ERC721 based token — our artifacts. These can be used to equip your IMPs for a successful battle outcome. We also raised the IMP characteristics and added possibilities to ignore any bonus indicators or even erase some of the indicators (immunity). This is in addition to basic parameters like HP, attack, defense, and others. Additionally, we added rechargeable artifacts that use up their charge during battles with other players and need to be recharged when depleted.

In June 2018, we started holding weekly competitions with the end prize being IMPs or artifacts. These are our leaderboards, of which you can think as Airdrops that are built with gameplay in mind. The goals of the leaderboards change and vary from the number of wins, the number of IMPs sent to battle, the number of battles, and much more. Finally, we added a multiple battle functionality, so players can fight other players without waiting for a suitable opponent to be found. All you need to do is state how many battles you want to participate in and over what amount of time, and the system will work for you — your IMPs are very loyal to you, you know.

Just for fun, and to demonstrate our project’s blockchain capabilities, we even support CryptoKitties ERC721 tokens! Soon, we’ll start introducing our own pets that will be very helpful to you during battles.

Is this enough to be called a full-scale game? We think not quite. So we continue to grow and develop our project further. In October 2018, we will introduce a completely new functionality to you — a fight with the bosses. Bosses are unique creatures that have set characteristics — for each level range there will be its own personal boss, which will appear on the map for a limited amount of time and the player will have to beat them to get a cool prize. Most likely, you’ll be able to beat a boss in a dozen or so tries.

Another October novelty is moving to a Freemium model, meaning that the game will become free! Up to level 15, players will be able to test the main gameplay without having to pay anything. After reaching level 15, all of the results will be reset and players can choose if they want to continue playing. Why did we do this? Our current rate of token emission assumes a constant growth in traffic to form a demand for the project token. To set ourselves aside from other blockchain games, we chose to go the freemium route and not force our players to pay right away, but rather test the gameplay first.

We are also actively working on the clan function, which we’d like to start before the end of this year. So far, we have several concepts and are trying to choose the best one for our players. The main purpose will be to let players unite into clans, in which new possibilities will be available. For example, clans may be able to raid dungeons and fight other clans. We may even choose to have a special clan currency, or cool additions for clan battles, like consumable items or artifacts that are not available outside the clan.