Documentation
Resources and Discovery (Mining)
Discovering resources via hash-based proofs and how resources are used.
Resources and Discovery
Resources are player-discovered by submitting a salt in a deterministic hash function.
Discovery function
- Resource name + tile seed + salt gets hashed.
- Difficulty is measured by leading-zero count.
- First discovery sets rarity class.
A resource can be:
- common (easy to discover)
- uncommon
- rare
- legendary (very hard)
Slot occupancy
Each tile has a base number of resource slots. Rarer resources take more slots:
- Common → 1 slot
- Uncommon → 2 slots
- Rare → 3 slots
- Legendary → 4 slots
Slots cap total discovery per tile.
Utility model
- Resources can pay taxes in weighted baskets
- Higher rarity can unlock upgrades and stronger tax-affinity effects
- Future extensions: crafting, governance hooks, and special tile upgrades
Economy consequences
- Discovery is an on-chain/off-chain race that creates asymmetric early advantage.
- Rarer outcomes must not feel unreachable.
- Repeatable discoverability on any tile should remain possible at a higher cost, but not impossible.