Documentation

Resources and Discovery (Mining)

Discovering resources via hash-based proofs and how resources are used.

Section #30Updated 29/04/2026

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.