π Replication
Last updated
Last updated
Replication is the process of creating a new equipment piece based on the attributes of two source equipment pieces.
This process is the main way to produce more equipment, increasing the equipment supply on the market.
To perform Replication a player has to have 2 equipment pieces with the Replication Counter bigger than 0. Each Replication reduces the Replication Counter for both source equipment pieces on 1.
Replication also costs some $CS and $BRST tokens. All $CS are being burnt, while all $BRST are being transferred into the Treasury and Company wallets (more on this on Monetisation page).
The price depends on a current Replication Counter of each source item. The lower the counter, the higher the price. An example of how prices may look is presented in the table below.
Current Replication Counter | $CS required for the item | $BRST required for the item |
---|---|---|
For example:
the first source item has current replication counter 3
the second item has current replication counter 6
the price of the replication will be 10,800 $CS and 29 $BRST
All first Generation equipment will be created with a Replication Counter set to 7. This is the Initial Replication Counter (IRC) value.
IRC of an equipment piece that is created with the Replication process will depend on IRCs of source equipment pieces:
IRC of New Piece = RoundDown ( (IRC of first Source Piece + IRC of second Source Piece) / 2 )
It takes 5 days for Royale Mail to deliver your new equipment piece into your inventory.
Both source items also go on a cooldown for 5 days and cannot be used in another replication during this cooldown.
The attributes of the new equipment piece will depend on the attributes of the source pieces, except for the Level which is set to 1 for a newly replicated item.
There will be several types of inheritance logic:
Simple uniform random choice Example: Source Equipment 1: Category Helmet Source Equipment 2: Category Armour Resulted Equipment: 50% chance to get a Helmet and 50% chance to get an Armour
Simple calculations of an average or min/max or increments One example: Source Equipment 1: Generation 1 Source Equipment 2: Generation 3 Resulted Equipment: MinimalValue( 1; 3 ) + 1 = Generation 2
Chance-based, where probabilities depend on generations of source items. An older generation will have a higher chance to pass its attributes. Example:
SourceEquipmet1Generation = 1
SourceEquipmet2Generation = 6
SourceEquipmet1AttributePassChance = 100 / (1 + 6) * ((1+6) - 1) = 85.71%
SourceEquipmet2AttributePassChance = 100 / (1 + 6) * ((1+6) - 6) = 14.29%
Chance-based, where probabilities are taken from NFTs generators relevant to source items which are based on their editions.
7
1,250
7
6
1,800
9
5
3,200
12
4
5,000
15
3
9,000
20
2
14,000
25
1
22,500
30