The core gameplay of NeoWorld 2.0 is based on managing land and buildings. Players construct a variety type of buildings, consume raw materials and electricity, produce semi-process materials and gain business value. 95% of the NASH mining pool will be allocated according to the business values of the buildings.
2. Value Chain
There are four business sectors in the game, namely, industrial, commercial, culture and service. Each sector will have four levels, namely, I collection level, II rough processing level, III fine processing level and IV final product level. The collection level buildings (timber, stone, steel and hi-tech material factories) will be the same for all four business sectors and the buildings of the other three levels will vary for each business sector. Outputs of lower level business buildings will be consumed as inputs for high level buildings. The output of final product level buildings will be business value.
Taking commercial sector as an example, raw materials like timber, stone, steel and hi-tech materials will be produced from the collection level of buildings. In its rough processing level of buildings, rough materials will be produced using a combination of the raw materials. In its fine processing level of buildings, fine materials will be produced using a combination of rough(ly) processed materials. Finally, the final product level of buildings will produce business value by consuming fine processed materials.
3. Conditions of Operating a Business
A player has to own the right type of business building, if he wishes to produce a certain type of products. For instance, timber is only produced when a player owns a timber factor.
All buildings (including all four levels, I collection level, II rough processing level, III fine processing level and IV final product level) will be priced in fixed USDT values and paid in NASH. The amount of NASH to be paid will be pegged reversely to the NASH/USDT price, i.e. the higher the NASH price in the markets, the less a player pays for the construction of a buildings, and vice versa. The NASH price paid by players for constructions will not flow back to the NASH mining pool. Instead, 5% of the NASH price paid will be booked as commissions and the remaining 95% to be burnt periodically.
Buildings in NeoWorld2.0 can be warehoused or demolished (but with no NASH returned) and can be traded in a secondary market between players.
Secondly, every production in a business building will consume materials and electricity (more details please refer to 4. Electricity). For I collection level buildings, only electricity is consumed. For instance, timber is produced with consumption of some electricity. For II, III and IV level buildings, electricity as well as materials outputs from the previous level will be consumed.
When all operating conditions are met, buildings can start production to generate the corresponding output. A cool down period follows after each production. During the cool down period, the building will not be able to produce. When the cool down period ends, the building will resume production. In NeoWorld 2.0, players do not need to operate individual buildings to produce, but rather manage production operations via a production strategy dashboard, to give orders and manage all types of buildings.
In summary, in NeoWorld 2.0, buildings will continuously consume resources for production and therefore the depreciation mechanism will be removed and no renovation is needed for buildings.
Electricity is a resource that for all continents. It is produced by power plants of the continents. Each continent by default will have a power plant, which produces 1/24 of its maximum storage capacity of electricity every hour. The continent lord can use NASH to build more power plants to increase the maximum storage capacity and the power generated per hour. In addition, the technology tree of the continent can be unlocked to increase the quota of power plants on the continents.
Players have to paid a certain amount of electricity cost in NASH for each production. The unit price of electricity is set by the continental lord (in his absence, the default electricity price will apply). Part of the electricity charges will be booked as the continental income and part will be the income of NeoWorld.
After each production, the required amount of electricity will be deducted from the continental electricity storage. If the continent is running short of electricity, buildings on the continent will not be able to produce. The continental lord can adjust the electricity rationing for each business sector on the continent to optimize the electricity supply.
5. Specialty Materials
Specialty Material is special material. A continent can choose to have one or a few specialty materials when it unlocks its technology tree.
Specialty materials are used for specific production lines and provide necessary materials for certain dedicated type of level IV buildings. Such level IV buildings will have higher output of business values and thus have a higher share of the NASH mining pool.
The production of specialty materials may require a few other specialty materials as inputs, therefore increasing the needs of cross-continent transportation of materials.
6. Business Value of Buildings
By default, 95% of the NASH daily mining pool will be distributed according to the business value and 5% will be distributed according to the results of working. The portion of NASH to be distributed according to business value will be share equally amongst the four business sectors (with competition mechanism to be introduced in the future). Only the level IV buildings will be able to produce business value.
The level IV buildings of each sector has two types: normal and special. Normal type of IV buildings will only consume normal materials in production and special type of IV buildings consumes specialty materials in production in exchange for an advantage in producing more business more. In constructing a building, player can choose the star levels. The higher the star level is, the higher the construction cost will be and the larger the land space is required; but the business value produced by a higher level of starred buildings will be more as well. Upgrades will be available in the future to increase the business value as buildings are upgraded.
IV final product level buildings can provide workers with high-end jobs. High-end jobs will increase work output and will be automatic. However, the attributes of the workers have no bearing on the buildings’ outputs, which only relate to the attributes of the buildings.
The above is the overview of the business operation system of NeoWorld 2.0. It will be further announced with details before the release of the 2.o version update.