Kojin
Economic White Paper
A clear economic model for how Gold, DTF, CROWN, and USDC enter the Kojin ecosystem, move between players, leave circulation, and support its continued development.
If a translation differs, the English version controls.
Approved changes
Revision history
Initial publication of the Kojin Economic White Paper.
The short version
Gold pays for game convenience. DTF is earned through play and burned mainly through breeding. CROWN is a capped competitive and prestige token: 76% game rewards, 7.6% developer, 11.4% Genesis holders, and 5% protocol-owned liquidity. USDC is the payment rail. Forty percent of total net revenue keeps the game operating and improving, 50% is permanently committed to CROWN liquidity, buybacks, and burns, and 10% funds live events and competitive rewards—but purchased Gold does not directly convert into DTF or CROWN.
01 · The four layers
One economy, four different jobs
Each currency has one clear purpose. Keeping them separate protects players from inflation, circular value loops, and excessive pay-to-win pressure.
Gold
Closed-loop premium game currency
Purchased and consumed for convenience, cosmetics, acceleration, and selected game services.

DTF
Earned breeding fuel
An on-chain utility token created from gathered Dragon Fruit and permanently burned by breeding and other useful services.
CROWN
Capped prestige token
A reward distributed through Territory & Live-Ops and Economic Contributor Leaderboards, then used for status, guild utility, governance, and communal actions.

USDC
Payment and settlement rail
Used for purchases, the breeding catalyst, and marketplace settlement. It is platform revenue, not a game reward.
Core guardrail
Gold is not directly redeemable for cash, USDC, DTF, or CROWN. DTF and CROWN remain meaningfully connected to player activity rather than store spending.
02 · Money flow
Where player spending goes
Net revenue from Gold, bundles, breeding catalysts, and marketplace fees follows one published allocation model. Allocations are calculated from net receipts after required pass-through costs.
| Allocation | Share of net revenue | What it supports |
|---|---|---|
| Game Development & Operations | 40% of total net revenue | Servers, databases, infrastructure, development, Live-Ops, content, marketing, player support, security, professional services, and administration. |
| CROWN Liquidity, Buyback & Burn Fund | 50% of total net revenue | Committed immediately: first to a minimum 6,000 USDC reserve for protocol-owned CROWN launch liquidity, then to continuing CROWN purchases and permanent burns after the target is deployed. |
| Live Events & Competitive Rewards Fund | 10% of total net revenue | Live community events, tournaments, seasonal campaigns, and leaderboard rewards that encourage active participation. |
The simple commitment
For every dollar of net platform revenue, $0.40 funds the continued development and operation of Battle of Doragon, $0.50 is committed to CROWN liquidity, buybacks, and burns, and $0.10 funds live events and competitive rewards. Both ecosystem allocations are held separately from Game Development & Operations and cannot be used as additional developer compensation.
50% for CROWN + 10% for live competition
The percentages are always communicated against total net revenue: 50% for CROWN liquidity, buybacks, and burns, plus 10% for live events and competitive rewards.
| Ecosystem allocation | Committed share of total net revenue | Purpose |
|---|---|---|
| CROWN Liquidity, Buyback & Burn Fund | 50% | Builds a minimum 6,000 USDC reserve for protocol-owned launch liquidity before CROWN TGE; after the target is deployed, it accumulates between execution windows and funds CROWN purchases and permanent burns. |
| Live Events & Competitive Rewards Fund | 10% | Funds live community events, tournaments, seasonal campaigns, and leaderboard rewards that encourage active participation. |
A permanent 50% commitment in two phases
Phase 1 · Before CROWN TGE: 50% of total net revenue is transferred immediately into the separate fund. The first 6,000 USDC is reserved for protocol-owned CROWN launch liquidity and paired at TGE with CROWN from the dedicated liquidity allocation. Any pre-TGE balance above that reserve remains in the fund for Phase 2. The liquidity position remains owned by the fund, and all fees earned by it stay inside the fund.
Phase 2 · After the launch target is deployed: the fund continues receiving 50% of total net revenue. The balance above the launch reserve and all new inflows accumulate between scheduled execution windows, purchase CROWN through published rules, and permanently burn every CROWN purchased. Event rewards remain separate and use only the 10% Live Events & Competitive Rewards Fund or another disclosed non-minting reward source.
The commitment does not depend on token price, trading volume, or market conditions. Publicly identified wallets will make every contribution, liquidity position, purchase, execution cost, and burn transaction verifiable. This allocation creates no dividend, redemption right, minimum price, return, or promise of appreciation.
CROWN launch-liquidity target
Minimum CROWN reserve-side target: 6,000 USDC. This is separate from the 3,000 USDC DTF liquidity seed. The reserve is paired with CROWN at the disclosed TGE opening ratio, representing approximately 12,000 USDC of total two-sided pool value at that opening reference ratio.
CROWN deposited = 6,000 USDC ÷ disclosed CROWN launch reference price
The TGE notice will publish the resulting CROWN amount, opening ratio, venue, fee tier, and—when applicable—active liquidity range at least 48 hours before launch. The 10,000,000 CROWN launch ceiling still applies.
The 50% revenue commitment supplies the USDC side, while the dedicated 5% CROWN liquidity allocation supplies the token side. No more than 1% of total CROWN supply is available for launch liquidity. The remaining 4% stays locked and becomes eligible for protocol-owned liquidity no faster than 1% of total supply per 12 seasons. Liquidity positions, unused liquidity tokens, and fees earned by those positions remain inside the CROWN Liquidity, Buyback & Burn Fund and cannot be redirected to operations or compensation.
Net receipts means revenue remaining after taxes, processing, refunds, chargebacks, mandatory partner fees, and direct project-paid transaction costs.
03 · Dragon Transformation Fluid
DTF starts with gameplay
- 1Players gather account-bound Dragon Fruit from finite world-map groves.
- 2The Juicery consumes available fruit during a daily press.
- 3Eligible Kojin City Stars determine the DTF conversion multiplier.
- 4A replay-protected claim mints the resulting DTF to the player’s Base wallet.
Juicery conversion curve
The Founding Season curve interpolates between these points and stops growing at 5×. It preserves the original slow-fast-slow shape while compressing the maximum output. Newly assigned Kojin must complete an attunement cycle before their stars become active. This curve is committed for the entire Founding Season; a future season may use a different published curve with at least 48 hours’ advance notice.
| Active City Stars | DTF per Dragon Fruit | Active City Stars | DTF per Dragon Fruit |
|---|---|---|---|
| 0 | 0.00× | 200 | 2.50× |
| 25 | 0.13× | 250 | 3.75× |
| 50 | 0.25× | 300 | 4.40× |
| 75 | 0.40× | 350 | 4.80× |
| 100 | 0.60× | 400+ | 5.00× |
| 150 | 1.25× | — | — |
Supply model
DTF is uncapped, but minting is permissioned. Economic balance comes from controlled issuance and valuable consumption rather than a claim of permanent scarcity.
Minting controls
The production issuance system will use per-claim and daily mint limits, replay protection, emergency pause powers, multisig authority, and public minted-versus-burned reporting.
Targeted DTF launch liquidity
The targeted protocol seed for the DTF/USDC liquidity pool is 1,200,000 DTF paired with 3,000 USDC. That opening pool ratio equals 400 DTF per USDC, or a reference price of $0.0025 per DTF. The broader voluntary community-liquidity objective is approximately 5,000,000 DTF in the pool.
Protocol seed
1,200,000 DTF + 3,000 USDC at pool creation.
Opening reference ratio
$0.0025 per DTF, equivalent to 400 DTF per USDC.
Community objective
Approximately 5,000,000 DTF of total pool liquidity through voluntary participation.
The opening ratio is a pool-configuration target, not a guaranteed trading price, floor, redemption value, or promise of appreciation. Market activity, liquidity additions and removals, fees, and slippage can change the quoted price immediately after launch.
04 · Breeding
The anchor DTF burn
Each eligible parent may breed seven times. Every breed permanently destroys the quoted DTF and increments both parents’ breed counts. When a pair advances together through all seven stages, it burns 77,400 DTF.
Eligible parents
Both parents must be different, owned breedable Kojin in the player’s verified roster. Free-to-play Kojin cannot breed.
Lineage restriction
A parent cannot breed with its direct child. Other pairings remain eligible unless a separately published rule excludes them.
Seven-breed lifetime
Each parent has a lifetime maximum of seven completed breeds. Breed counts follow the Kojin, not the current owner.
Two-part payment
Every breed burns the quoted DTF and charges a separate 5 USDC catalyst. Network costs may also apply.
| Breed | Previous breeds per parent | Cost per parent | Equal-count pair total |
|---|---|---|---|
| First | 0 | 900 DTF | 1,800 DTF |
| Second | 1 | 1,350 DTF | 2,700 DTF |
| Third | 2 | 2,250 DTF | 4,500 DTF |
| Fourth | 3 | 3,600 DTF | 7,200 DTF |
| Fifth | 4 | 5,850 DTF | 11,700 DTF |
| Sixth | 5 | 9,450 DTF | 18,900 DTF |
| Seventh | 6 | 15,300 DTF | 30,600 DTF |
5 USDC catalyst
Revenue allocationThe separate catalyst payment enters the revenue allocation account. USDC is not burned. One breed allocates $2.00 to development and operations, $2.50 to the CROWN Liquidity, Buyback & Burn Fund, and $0.50 to live events and competitive rewards.
Fertility cap
Fertility restoration and extra breed counts are not sold. This protects parent scarcity and prevents an uncontrolled breeding loop.
First-breed launch reference
Two parents with zero previous breeds require 1,800 DTF. At the targeted opening DTF pool ratio of $0.0025, that DTF has a reference value of $4.50. Adding the 5 USDC catalyst produces a reference first-breed input of $9.50, excluding network costs and market slippage. The contract charges token quantities, not a guaranteed dollar value.
Inheritance and trait likelihoods
| Offspring attribute | Rule |
|---|---|
| Appearance traits | Each eligible trait slot uses a 40% chance to inherit Parent A’s trait, a 40% chance to inherit Parent B’s trait, and a 20% chance to mutate to another standard trait. |
| Special appearances | Exclusive Shogun and 1/1 appearance traits do not enter the standard offspring collection. That parent’s 40% appearance share becomes a standard mutation instead. |
| House | Parents from the same House produce that House. Different-House parents produce either parent’s House at 50% each. |
| Rarity | Every standard rarity remains possible. Parent rarity establishes the base distribution, special parents improve the distribution, and live population balancing moves the collection toward its Genesis rarity mix. The breeding screen displays the exact current odds before confirmation. |
| Stars | An offspring’s inherited traits are translated into building and combat affinities, then limited by its rarity star cap. The breeding screen displays the exact 0–5 Star likelihood for each visible boost before confirmation. |
Stars, Power, levels, and ranks
Star system
Traits create affinities for buildings, combat roles, and other specialties. Standard rarity caps are 2 Stars for Uncommon, 3 for Rare, 4 for Epic, and 5 for Mystic or Legendary. Special Kojin retain their authored five-Star specialty.
Building effect
One through five matching Stars provide 1.02×, 1.05×, 1.08×, 1.12×, and 1.16× building multipliers. Eligible active City Stars also feed the seasonal DTF curve.
Power system
Power measures battlefield strength and contributes to the CROWN multiplier. It grows from rarity, Kojin level, and permanent promotion rank. Higher rarity separates further as long-term progression increases.
Leveling
Players spend Kojin Meals earned through gameplay to gain Kojin experience and advance from Level 1 to Level 60. Higher-rarity Kojin require more Meals along the same 60-level journey.
Ranking up
Promotion runs from P0 through P5.3. Players earn promotion materials through Kojin campaign content, upgrade all six permanent trait-card tracks for the next step, meet its Kojin-level requirement, and then promote.
Free-to-play Kojin
F2P Kojin have 50% of an Uncommon Kojin’s Power at the same level and promotion rank. Their silver Stars can improve buildings, but they cannot breed and do not contribute to DTF or CROWN multipliers.
DTF utility sinks
Pre-hatch mutation
Burn 10–15% of the original breed cost for an optional mutation, with a hard limit of two attempts.
Trait preservation
Burn DTF to protect one inherited cosmetic trait during an optional mutation.
Lineage inscription
Permanently record a family name, lineage title, or crest.
Cosmetic crafting
Combine DTF with earned materials for skins, frames, effects, and egg treatments.
Guild projects
Collective DTF burns unlock limited guild cosmetics or monuments.
Listing promotion
A modest fixed burn may add visibility but never hide ordinary listings or change execution priority.
05 · CROWN tokenomics
One billion maximum, built for decades
CROWN has a hard maximum supply of 1,000,000,000. The complete allocation is 76% game rewards, 7.6% developer, 11.4% eligible Genesis holders, and 5% protocol-owned liquidity. Each prior allocation is reduced by the same 5% proportion to establish liquidity without favoring one group. There is no private-sale or strategic-partner allocation.
Maximum-supply distribution
| Allocation | Share | Maximum CROWN | Release rule |
|---|---|---|---|
| Game rewards | 76% | 760,000,000 | 684M is budgeted across years 1–10; 76M remains as a declining long-term reward reserve beginning in year 11. |
| Developer | 7.6% | 76,000,000 | Locked for the first 12 monthly seasons, then released evenly over the remaining 108 monthly seasons of the ten-year plan. No accelerated unlock. |
| Genesis holders | 11.4% | 114,000,000 | Released across 120 monthly seasons using time-weighted eligible Genesis ownership. |
| Protocol-owned liquidity | 5% | 50,000,000 | Launch liquidity is capped at 10M CROWN. The remaining 40M stays locked and becomes eligible no faster than 10M CROWN per 12 seasons, exclusively for protocol-owned liquidity. |
Controlled liquidity release
Launch ceiling: no more than 10,000,000 CROWN, equal to 1% of maximum supply, is available for initial protocol-owned liquidity. The remaining 40,000,000 CROWN stays locked. No more than an additional 10,000,000 CROWN becomes eligible during any subsequent 12-season period, and every released token remains restricted to disclosed protocol-owned liquidity positions.
Maximum does not mean guaranteed issuance
Game reward allocations are ceilings, not automatic mints. Unused reward CROWN stays unissued inside the game reward allocation and rolls forward. Before mainnet launch, Developer and Genesis schedules will be enforced by audited contracts or equally verifiable vesting wallets. Liquidity tokens enter circulation only through disclosed liquidity positions and within the published release ceiling.
The developer allocation is separate from the 40% Game Development & Operations revenue allocation. It aligns long-term token participation and releases at approximately 703,703.70 CROWN per monthly season only after the 12-season cliff; it is not a substitute for servers, staff, development, Live-Ops, marketing, or other operating costs.
How Crown Shards become CROWN
The Territory & Live-Ops lane awards account-bound Crown Shards through territory control, victories, Emperor status, events, competitions, and other published Live-Ops accomplishments. Eligible Kojin Power sets the player’s Crown Forge multiplier; free-to-play Kojin Power is excluded from this multiplier. Economic Contributor Leaderboards are settled separately and do not use Crown Shards or the Kojin Power multiplier.
The Crown Forge uses this seasonal curve. Any adjustment is published at least 48 hours before the affected season begins.
Territory & Live-Ops weight
CROWN weight = Crown Shards × displayed Power multiplier. The multiplier follows the implemented S-curve, is displayed to two decimals, and caps at 20× at 20M eligible Kojin Power.
80% lane settlement
Player payout = Territory & Live-Ops lane budget × player weight ÷ all eligible lane weight. This preserves the value of shards and Power while ensuring the lane never exceeds its published CROWN budget.
Ten-year game reward emission plan
There are 12 monthly seasons in each emission year. The seasonal figure below is the annualized average; individual seasons may vary within the annual cap when the season manifest explains why.
| Emission year | Annual game reward cap | Average per season | Cumulative reward cap |
|---|---|---|---|
| 1 | 123,500,000 | 10,291,667 | 123,500,000 |
| 2 | 102,600,000 | 8,550,000 | 226,100,000 |
| 3 | 89,300,000 | 7,441,667 | 315,400,000 |
| 4 | 75,050,000 | 6,254,167 | 390,450,000 |
| 5 | 68,400,000 | 5,700,000 | 458,850,000 |
| 6 | 61,750,000 | 5,145,833 | 520,600,000 |
| 7 | 55,100,000 | 4,591,667 | 575,700,000 |
| 8 | 40,850,000 | 3,404,167 | 616,550,000 |
| 9 | 34,200,000 | 2,850,000 | 650,750,000 |
| 10 | 33,250,000 | 2,770,833 | 684,000,000 |
The ten-year game reward schedule totals 684,000,000 CROWN. Values are maximum budgets; rounding is reconciled in the final season of each emission year.
Game reward distribution
Every season’s CROWN game reward budget is divided into two fixed, non-overlapping lanes. An activity belongs to one lane only; it cannot generate credit in both.
Territory & Live-Ops
Performance-based rewards for playing and competing in the game.
- • Territory and realm competition
- • Live events and limited-time activities
- • Tournaments and competitions
- • Seasonal objectives and featured campaigns
Maximum across the 760M game reward allocation: 608,000,000 CROWN.
Economic Contributor Leaderboards
Fixed seasonal leaderboard prizes for the largest verified contributors to the game economy.
- • Marketplace trading volume
- • Completed breeding activity
- • Gold purchases
- • Bundle purchases
Maximum across the 760M game reward allocation: 152,000,000 CROWN.
Fixed pools—not CROWN per dollar
Economic activity determines leaderboard placement; it does not convert spending or trading volume directly into CROWN. Each season publishes the fixed prize pool, category weights, placement rewards, eligibility rules, and per-account limits in advance. Only settled net activity counts. Refunds, chargebacks, self-trading, wash trading, related-account cycling, and manipulated volume are excluded.
Year 11 and beyond: the Evergreen Reward Reserve
The final 76,000,000 CROWN of the game reward allocation is reserved for a declining long-term tail instead of being exhausted in the first decade. Year 11 begins with a 7,600,000 CROWN ceiling. Each following year is 90% of the prior year’s ceiling: 7,600,000 × 0.90year − 11. The complete mathematical tail can never exceed 76,000,000 CROWN.
Rewards continue
Territory, Live-Ops, competition, and economic contributor rewards continue under a lower annual ceiling rather than ending abruptly.
Other schedules end
Scheduled Developer and Genesis distributions finish after year 10. They do not restart or gain access to the reward reserve.
No cap reset
Once an annual ceiling is reached, additional rewards must come from previously acquired CROWN or non-token prizes—not a new mint.
The Live Events & Competitive Rewards Fund can acquire existing CROWN for prizes without creating new supply. The separate CROWN Liquidity, Buyback & Burn Fund permanently burns everything it purchases after launch liquidity is established. This keeps reward recycling and permanent burns clearly separated.
Genesis holder distribution
Once Genesis CROWN distribution begins, each emission year reserves 11,400,000 CROWN for eligible Genesis holders—exactly 950,000 CROWN per monthly season. Distribution is weighted by each Genesis Kojin’s rarity and unlocked progression, then measured through daily, time-weighted ownership snapshots. The benefit follows the NFT, rewards developed Kojin, discourages last-minute transfers, and prevents double claims.
Full rarity multiplier
The 999-token Genesis collection contains 447 Uncommon Kojin. Uncommon is the 1.00× baseline, and every other rarity uses the same auditable inverse-supply formula: full rarity multiplier = 447 ÷ number of Genesis Kojin in that rarity.
| Genesis rarity | Collection count | Full rarity multiplier |
|---|---|---|
| Uncommon | 447 | 1.00× |
| Rare | 312 | 1.43× |
| Epic | 158 | 2.83× |
| Mystic | 48 | 9.31× |
| Legendary | 19 | 23.53× |
| 1/1 | 10 | 44.70× |
| Shogun | 5 | 89.40× |
Counts total 999 Genesis Kojin. At full progression, this inverse-supply model gives each rarity class the same combined rarity weight while making every individual scarce Kojin more heavily weighted.
Linear Power unlock
A Genesis Kojin unlocks its rarity multiplier by increasing its intrinsic Power through levels and permanent promotion ranks. Level 1 at promotion rank P0 is the 0% unlock point. Level 60 at promotion rank P5.3 is the 100% unlock point. Every Power value between those two points unlocks the multiplier linearly.
Progression formulas
Power unlock = (current intrinsic Power − base intrinsic Power) ÷ (maximum intrinsic Power − base intrinsic Power), limited from 0% to 100%.
Effective Genesis weight = full rarity multiplier × Power unlock.
The base and maximum are calculated within that Genesis Kojin’s own rarity, so rarity is not counted twice. Only permanent level-and-rank Power applies; temporary boosts and removable equipment do not affect Genesis distribution weight. For example, a Rare Genesis Kojin at a 50% Power unlock has 0.72× effective weight, and at full progression has its complete 1.43× weight.
Deterministic daily accrual
At full progression, each of the seven rarity classes contributes 447 weight, creating a fixed maximum collection reference of 3,129 weight. A holder’s rate therefore does not rise or fall when another holder lists, delists, levels, or claims.
Daily CROWN accrual = 950,000 CROWN ÷ days in the calendar month × effective Genesis weight ÷ 3,129. Once distribution begins, eligibility will be recorded by daily snapshots. A Genesis Kojin will accrue while held in the connected inventory and not actively listed on the marketplace. Listing it will pause accrual until the listing is removed; no City Stars will be consumed or locked.
The live Genesis Hall inside the Crown Forge currently displays each owned Genesis Kojin, its current unlock, effective weight, and projected daily output. It provides projections only until distribution begins. At that point, accrued CROWN will be claimable there for 180 days. Weight not unlocked, days missed while listed, and expired unclaimed amounts remain unissued and are never reassigned to the developer.
CROWN utility framework
The framework prioritizes optional prestige, coordination, and community utility without selling direct combat power. Individual utilities activate only under published implementation, pricing, and security rules.
- ◆Guild creation and major guild identity upgrades
- ◆Seasonal city monuments and permanent prestige cosmetics
- ◆Governance deposits with anti-spam burn rules
- ◆Special territory campaigns or guild declarations
- ◆Titles, banners, profile frames, effects, and naming rights
- ◆Carefully modeled marketplace-fee discounts
- ◆Collective burns that unlock realm-wide events
- ◆High-prestige cosmetic recipes without direct combat power
CROWN acquisition and permanent burn
After protocol-owned launch liquidity is established, the CROWN Liquidity, Buyback & Burn Fund uses its continuing 50% share of total net revenue for scheduled CROWN purchases and permanently burns all purchased CROWN. Public execution rules will define cadence, slippage, custody, market-impact limits, circuit breakers, identified wallets, and verifiable burn reporting. These controls govern safe execution; they do not reduce or redirect the 50% allocation.
06 · Seasonal economy
One calendar month, every season
Battle of Doragon runs 12 seasons per year, with each season occupying one calendar month. Reward settlement, economic review, and preparation for the next season occur within that monthly operating cycle.
The pre-season manifest
At least 48 hours before a new season begins, one versioned, time-stamped manifest publishes every economic setting that will change for that season. Published settings remain fixed during active competition; a security incident may pause an affected system but does not authorize an undisclosed mid-season economic change.
How the two multiplier systems fit
| System | Input | Multiplier | Seasonal control |
|---|---|---|---|
| Dragon Fruit → DTF | Account-bound Dragon Fruit consumed at the daily press | Eligible active City Stars; Founding Season interpolated 0×–5× curve | Tune fruit availability upstream and publish the DTF issuance target, daily mint ceiling, and full curve at least 48 hours before the season. |
| Territory & Live-Ops | Account-bound Crown Shards earned from territory, events, and competitions | Eligible Kojin Power; S-curve from 0× to 20× | Normalize player weights inside the fixed 80% lane budget so multipliers cannot break its CROWN cap. |
| Economic Contributor Leaderboards | Verified settled marketplace volume, completed breeding activity, and Gold or bundle purchases | Published placement prizes; no Crown Shard or Kojin Power multiplier | Settle only from the fixed 20% lane budget after refund, chargeback, self-dealing, wash-trading, and related-account checks. |
DTF does not have a seasonal hard supply
DTF is an uncapped token, so the adjustable value is the season’s target issuance—not a claim that total supply resets. Dragon Fruit availability, the City Star curve, per-claim limits, and the daily mint ceiling are the practical issuance controls.
Data used for each adjustment
Economic changes—including multiplier curves, Dragon Fruit availability, DTF issuance controls, Crown Shard rewards, Economic Contributor Leaderboard weights and prizes, seasonal CROWN ceilings, sinks, and costs—take effect only with a new season and are published at least 48 hours before that season begins. Ordinary changes remain within ±10% of the prior season and are driven by gameplay health rather than token price. Larger moves include a written data-based explanation in the same notice.
07 · Gold
Useful, closed-loop game currency
Gold is purchased in packages and consumed inside the game. It is not an investment token and creates no claim on cash, USDC, DTF, CROWN, or project revenue.
Good Gold sinks
Construction, research and training acceleration; city relocation; presets; inventory convenience; temporary queues; cosmetics; and carefully designed event access.
Risk to model
Large first-purchase bonuses increase outstanding Gold. Without satisfying recurring sinks, those bonuses can weaken long-term monetization and distort competitive pacing.
- • Gold cannot be redeemed for cash or USDC.
- • Gold cannot be directly converted into DTF or CROWN.
- • Bonus Gold does not create a separate monetary claim.
- • Purchased and promotional Gold may have different gifting or event eligibility.
- • Package sizes and sink prices remain tunable live-game parameters.
08 · Marketplace
A visible 95 / 5 settlement
“On a completed marketplace sale, 95% of the sale price is transferred to the seller and 5% is collected as the Battle of Doragon platform fee. Network fees and any separately disclosed creator royalty are not included in the platform fee.”
Before transaction confirmation, the interface will show the sale price, seller proceeds, platform fee, creator royalty if any, estimated network cost, and buyer total. Periodic reporting will disclose volume, seller proceeds, platform fees, royalties, failed settlements, and revenue allocation.
09 · Development & operations
A sustainable operation is part of a sustainable economy
The 40% Game Development & Operations allocation funds the work required to run and grow Battle of Doragon: servers, databases, infrastructure, development, Live-Ops, new content, marketing, player support, security, professional services, and administration. It is an operating budget rather than an automatic payout. The separate 50% CROWN Liquidity, Buyback & Burn Fund and 10% Live Events & Competitive Rewards Fund cannot be used for ordinary operating expenses.
Operating controls
The allocation will be governed by publicly identified operating wallets, multisig thresholds, signer roles, spending categories, aggregate operating expenses, conflict policies, related-party policies, emergency powers, and a defined reporting schedule.
Separation of funds
Operating and ecosystem assets will remain in separate publicly identified wallets. Unused allocations will remain in their respective accounts, and transfers between them will require a documented reason and advance community notice when practical.
10 · Change policy, monitoring & risk
A living paper with a permanent record
Foundational principles change only rarely. Balance parameters may evolve, and every material change includes an effective date, reason, approval authority, prior value, and on-chain transaction when applicable.
Foundational rules
Currency roles, the CROWN maximum supply, the 80% Territory & Live-Ops / 20% Economic Contributor Leaderboards split, revenue-allocation principles, disclosure commitments, and separation between Gold, DTF, CROWN, and USDC.
Tunable parameters
DTF curve points, Dragon Fruit availability, breeding costs, Gold pricing, sink prices, Crown Shard rewards, seasonal emissions, and promotion costs.
| 90-day DTF burn ratio | Interpretation | Possible response |
|---|---|---|
| Below 60% | Issuance materially exceeds consumption | Add useful sinks or cautiously reduce issuance. |
| 60–90% | Reasonable growth range | Monitor player distribution and sink quality. |
| 90–110% | Approximately balanced mature economy | Maintain unless access or price pressure emerges. |
| Sustained above 110% | Consumption may be too aggressive | Reduce sink pressure so new players are not excluded. |
Economic and legal guardrails
- • The Kojin economic model provides no guarantee of returns, appreciation, liquidity, permanent deflation, or price support.
- • Public launch materials will identify material minting, pause, administration, allocation, vesting, custody, market, tax, and smart-contract risks.
- • Every multiplier or other material economic change will be published at least 48 hours before the affected season; no undisclosed economic change will take effect during an active season.
- • Any mainnet launch and public token communication will follow applicable law and be informed by qualified crypto, gaming, securities, consumer-protection, tax, and financial counsel.
