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Economic Model

Multi-currency system, token flow mechanics, and configurable sink/source design.


Overview

Monsuta Core supports a dual-currency architecture — but does not mandate specific tokens.

Currency RolePurposeExamples
Settlement currencyExternal value layer. Funds competitive activity.AVAX, USDC, USDT, ETH
Gameplay currencyInternal game resource. Consumed by gameplay systems.Any ERC-20 (e.g., THC)

Any game integrating Monsuta Core chooses which tokens fill these roles.

Why Two Currencies?

A single-token model creates a feedback loop: players earn the same token they use to enter competitions. This leads to hyperinflation because supply grows linearly with participation while demand remains flat.

The dual-currency split isolates speculation from gameplay.


Settlement Currency

Role

  • External value layer
  • Funds competitive activity
  • Denominated in market-priced assets (stablecoins or native tokens)

Sources (inflow)

SourceMechanism
Tournament entry feesPlayers deposit to enter competitions
Sponsor fundingGuilds, streamers, or sponsors fund prize pools
Marketplace feesOptional: percentage on NFT trades

Uses (outflow)

UseMechanism
Tournament prizesDistributed via Prize Pool Contract
Season rewardsClaimable from Treasury
Developer revenueConfigurable fee split

Key Property

Settlement currency never touches gameplay mechanics. Players do not spend settlement tokens to make in-game moves. This keeps gameplay accessible even when token prices fluctuate.


Gameplay Currency

Role

  • Internal resource for game systems
  • Consumed by gameplay actions
  • NOT a yield token, NOT designed for speculation

Sources (how it enters circulation)

SourceMechanism
Competitive rewardsEarned through match victories and rankings
Tournament placementBonus alongside settlement currency prizes
Season milestonesEarned by completing seasonal objectives
Achievement completionOne-time rewards for specific accomplishments

Sinks (how it exits circulation)

SinkMechanism
Crafting costsConsumed when crafting items
Upgrade feesSpent to enhance existing items
Blending recipesRequired as ingredient in blends
Entry ticketsSpent to enter specific game modes
Special eventsTime-limited events that consume currency

Why no artificial burn?

Gameplay naturally consumes currency. If the game is designed correctly, every source corresponds to a destination where it is spent. Artificial burns signal that the economy lacks real demand.


Multi-Token Configuration

Games can configure multiple gameplay tokens, or share a single one:

┌─────────────────────────────────────────────────────────────┐
│ SINGLE TOKEN SETUP │
│ │
│ Settlement: AVAX │
│ Gameplay: Token A (ERC-20) │
│ │
│ All crafting, staking, and rewards use Token A │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ MULTI-TOKEN SETUP │
│ │
│ Settlement: USDC │
│ Gameplay tokens: │
│ Token A — crafting and upgrades │
│ Token B — competitive entry tickets │
│ Token C — cosmetic shop currency │
│ │
│ Each token has its own source/sink configuration │
└─────────────────────────────────────────────────────────────┘

The staking, crafting, and prize pool contracts accept any ERC-20 address as a parameter. Token choice is a configuration decision, not a code change.


Economic Flow

┌──────────────────────────────────────────────────────────────┐
│ │
│ SETTLEMENT CURRENCY (e.g., AVAX / USDC) │
│ │
│ Sponsors ──► Prize Pool Contract ──► Winners │
│ │ │
│ Entry Fees ───────┘ │
│ │
│ Optional: portion of entry fees ──► Treasury │
│ │
└──────────────────────────────────────────────────────────────┘

┌──────────────────────────────────────────────────────────────┐
│ │
│ GAMEPLAY CURRENCY (e.g., any ERC-20) │
│ │
│ Earned via ───► Player Wallet ───► Spent on │
│ • match wins │ • crafting │
│ • season rewards │ • upgrades │
│ • milestones │ • entry tickets │
│ │ • blending │
│ │ • special events │
│ ▼ │
│ Circulation │
│ (supply ← gameplay activity, │
│ demand ← gameplay consumption) │
│ │
└──────────────────────────────────────────────────────────────┘

Economic Boundaries

What a Gameplay Currency Is NOT

MisconceptionReality
A yield tokenNot passively earned. Requires active play.
An investmentNo dividend, no buyback, no guaranteed value.
A governance tokenDoes not grant voting power (unless explicitly designed).
Backed 1:1 by anythingValue derives from gameplay demand, not a peg.

Economic Health Indicators

A healthy economy exhibits:

  • Mint rate ≤ consumption rate — supply does not grow faster than demand
  • Active crafting/upgrade usage — sinks are being utilized
  • Consistent tournament participation — settlement currency is flowing through the system
  • Low accumulation by non-players — speculators are not dominating supply

Configurable Parameters

Games using Monsuta Core define their own economic parameters:

ParameterDescriptionExample
reward_per_winGameplay currency awarded for a match victory50
crafting_cost_baseBase gameplay currency cost for crafting200
entry_ticket_costGameplay currency required to enter ranked mode10
season_reward_poolTotal gameplay currency distributed per season100,000
tournament_fee_split% of entry fees going to prize vs treasury90/10
mint_cap_per_epochMaximum gameplay currency created per epoch500,000
gameplay_token_addressERC-20 contract address of gameplay currency0x...
settlement_token_addressERC-20 or native address of settlement currency0x...

These are defined per-game, allowing each project to tune its own economy without forking the protocol.


Reusability for Other Games

Any game integrating Monsuta Core's economic model must define:

  1. Token addresses — which ERC-20 contracts to use for gameplay and settlement
  2. Sources — how players earn gameplay currency (what activities generate it)
  3. Sinks — how players spend gameplay currency (what consumes it)
  4. Settlement flows — how settlement currency enters and exits the system
  5. Parameter values — specific numeric tuning for their economy

The smart contracts and server modules are shared. The economic balance is the game designer's responsibility.