NeoWorld 2.0 – The Compensation Plan for Old Buildings

Dear NeoWorld users:

After more than a year of development and exploration, NeoWorld is about to optimize and innovate the underlying rules, which we call NeoWorld 2.0. Under the new rules system of NeoWorld 2.0, some old systems and values will change greatly. The most important point is to destruction of the buildings will not get NASH back.

For the benefit of users, we started a special demolition period from August 16th. During this period, users can destruct existing buildings without loss and get NASH back. But at the same time, we also encourage and expect users to retain the assets and achievements previously gathered in NeoWorld and continue to write a new page alongside NeoWorld. Therefore, for the buildings that remain after the demolition period, we will implement the following compensation schemes depending on the type of construction:

Business Building

After NeoWorld 2.0 is launched, the original business building will retain its appearance, but will no longer provide any functionality, which can be regarded as pure decorative building. The owner can subsequently destruct or replace the same type of business building in batches into another building (replacement costs associated with construction costs). Note the destruction will not get NASH back.

The original business building will no longer be available for construction, and NeoWorld 2.0 will launch a new multi-level business building system, in which the construction cost of all buildings will be denominated in USDT.

After NeoWorld 2.0 is launched, a compensation amount will be calculated based on the cost, depreciation, grade, and star rating of a single business building. The compensation amount will be issued in the form of NASH coupons. NASH coupons and NASH equivalents can be used to purchase buildings, pay for electricity, and other system-level consumption (e.g., skill systems), but NASH coupons cannot be withdrawn. In addition, according to the level of the business building, a corresponding number of items “Development Star” will be awarded, which can be used in the new version of the building upgrade system. The compensation amount for all business buildings under the user account will be calculated and distributed to the account in the form of a gift package. The NASH coupons and other items in the package can be used immediately after collection.

4) The calculation formula of the compensation is: initial construction cost × depreciation loss × compensation coefficient. The compensation coefficient is determined by the type, grade and star rating of the business building. The detailed values are as follows:

Star Level Compensation Coeffecient
1 1 1.10
2 1.20
3 1.41
4 2.01
5 3.02
2 1 2.23
2 2.43
3 2.84
4 4.05
5 6.08
3 1 4.63
2 5.03
3 5.85
4 8.27
5 12.32
4 1 10.38
2 11.20
3 12.82
4 17.68
5 25.78
5 1 25.45
2 27.08
3 30.33
4 40.03
5 56.24
Ordinary Business Buildings N/A 1.05

For example, if a player has a 3 star, Lv3 sports center with depreciation rate 80%, and has not been destructed during this demolition period. After the release of NeoWorld 2.0, the number of NASH coupons that the player will receive is:

85862 (initial construction cost) × 80% (depreciation loss) × 5.85 (compensation coefficient) = 401834.16

Prior to the NeoWorld 2.0 update, the user’s continental contribution value will temporarily retain the current value. After the NeoWorld 2.0 update, it will be recalculated based on the new contribution value algorithm.

Material Factory

1) The three ordinary material factories (timber, stone and steel) will continue to retain the existing functions and values in the NeoWorld 2.0, but the construction price will be denominated in USDT, and no NASH will be returned after destruction.

2) After NeoWorld 2.0 is launched, the production of Hi-Tech Material Factory will no longer apply the scientific research mode, but will be adjusted to the production rule of the ordinary materials factory. The construction price will be denominated in USDT, and no NASH will be returned after destruction.

3) Material Factories that have not been destructed during the demolition period will be retained after NeoWorld 2.0 launching and will be applied with new pricing system automatically.

RO Factory and Laboratory

The first phase of NeoWorld 2.0 will not change the rules for RO factory and laboratories. If there are regular adjustments, it will be announced in advance and give all users a reasonable transition period. Therefore, the relevant buildings are not designed for compensation after this update.

Decorative Building

1) After NeoWorld 2.0 is launched, the prices of all decorative buildings will be denominated in USDT, and all decorative buildings will be set to new green values. Destruction of decorative buildings will not get NASH back.

2) The unremoved decorative building will retain the building’s appearance and match the new greening value, and calculate a compensation amount according to the initial cost * compensation coefficient (0.3), which is issued to the user in the form of NASH coupons.

3) The green fund dividend rules in NeoWorld 2.0 will be adjusted. First of all, the greening fund is no longer a quota, but the lord allocates a specific amount from the continental funding pool. Secondly, the greening fund will be divided according to the daily greening index of each continent. The greening index needs to be obtained based on greening value with locking a corresponding amount of RO.

Functionary/Facility Building

1) After NeoWorld 2.0 is launched, the price of all functional buildings will be denominated in USDT. Destruction of new decorative buildings will not get NASH back.

2) The functional building that has not been destructed will retain its original function and calculate a compensation amount according to the initial cost * compensation coefficient (0.3), which will be issued to the user in the form of NASH coupons, and destruction will be get NASH back.

3) In NeoWorld 2.0, due to the Robot R&D plant and the tent R&D plant will temporarily stop functioning, so the compensation coefficient is 1.05, that is, the retained robot R&D plant and tent R&D plant will use the initial cost * compensation coefficient (1.05) to calculate the compensation amount, which will be issued to the user in the form of NASH coupons. Destruction will not get NASH back.

4) All existing robots and tents (advanced), including the ones in bags and hypermarkets and already used robots, will be compensated by the power vouchers. The compensation scheme will compensate 100 power coupons for each robot, and 5 for each advanced tent. Power bills can be exchanged after NeoWorld 2.0 launching.

 

Regarding the treatment plan of the building, there might be details overlooked, and we will actively listen to the opinions of the community and add more details.

DragonEggs Battle Event

Event Time

 16th August – 19th August,20:00-20:30 (UTC+8)

Event Rules

1.Every day from 20:00 to 20:30 in event time, a batch of “DT DragonEggs Tree” will appear randomly on the land of DRAGONLAND (up to one per land). The first DragonEggs Trees appeared at 20:00 and then appeared every 5 minutes.

2.The owners of the CBD land can spend 0.02 DT (95% return to the mining pool) to purchase the building “DT DragonEggs Basket”. Every CBD land is limited to build one DragonEggs Basket (the Holy Place does not belong to the CBD land).The CBD owners will receive the following rewards.

Reward

Amount

Lumber

1000

Stone

1000

Steel

1000

High-Tech Materials

10

3.Players can approach the DragonEggs Tree to collect some DragonEggs. The DragonEggs Tree can only be collected once per player. Each DragonEggs Tree is collected up to 20 times by players.

4.Players can put the collected DragonEggs into the DragonEggs Basket. At the end of the event every day, the number of DragonEggs in each Basket will be ranked and rewarded separately. Players can receive rewards from different DragonEggs Baskets.

Reward Type

Rank Reward

The First Prize

1 5 High-Tech Materials

500 normal materials

The Second Prize

2-5

2 High-Tech Materials

200 normal materials

The Third Prize 6-10

100 normal materials

Participation Award 11-20

50 normal materials

The normal materials in the award are wood on August 16th, stone on August 17th, and steel on August 18th.

5.At the end of event every day, players will receive the award directly. The rewards of the CBD owner will be sent by email after the event.

Announcement: Scheduled version upgrade on 16 Aug 2019

Dear Players,

NeoWorld will have schedule version upgrade on 16 Aug 14:00 – 18:00 (The exact time depends on the actual closing and opening of the server); scheduled maintenance and version upgrading will be carried out on the servers. After that, DragonLand 1st Territory will be live. All players, please schedule your time accordingly.

Rules of DRAGONLAND

1. Beta Period

The first week will be in beta test mode. If we found serious fault, we will take maintenance immediately. There are special rules during beta test:

1) There will be resource plants on all parcels. All players could collect materials from the plants. There is a small chance to get high-tech material in this process. When the resource is collected, the owner of the parcel will automatically receive extra resources. The wish “快马加鞭” will take effect during collection.

2) In first 3 days of opening, there will be event “Dragon Egg War” from 20:00 – 20:30. The players could collect candies from Dragon Egg trees, and put it into the Dragon Egg baskets. The award will be based on the ranking according to the amount of eggs to put. Please refer to the detailed announcement about the event.

2. Introduction

1.Overview

DRAGONLAND is a virtual world by DragonEx. There are 9 territories in total, and consist of 8100 parcels.

2.Area

DRAGONLAND 1st Territory consists of 900 parcels.

3.The Mining Pool

The initial value of the mining pool is 6000 DT funded by Drago Ex. And add the parcel auction is 3160.36., the total value of the mining pool is 9160.36 DT. The mining pool would release accroding to the development situation of the island.

4.Materials

The materials of DRAGONLAND Territory can be imported from NeoWorld but you need to pay the tax. Players can also build the material factory in the island to produce materials.

5.DRO

DRO (DragonLand Rare Ore) is a token representing the rights and privileges on DRAGONLAND, and it is a source power of the development of island.

6.Transportation

1)From NeoWorld to DRAGONLAND

The player on mainland could go to “Holy Grail” (at the newbie town at center of the 3rd continent, at coordination 200,200) to teleport to DRAGONLAND.

2)From DRAGONLAND to NeoWorld

The player could teleport to NeoWorld from DRAGONLAND from the “Teleportation Platform”. Tthe player who is holding “DRAGONLAND Pass Permit” will teleport for free, otherwise DT will be charged.

3. The Parcels on DROGANLAND

Overview

There are 30 x 30 parcels in total.

Attributes

Different type of parcels has different attributes.

Parcel Type Default Feature        Misc
Saint Business Value of all Industries +30%

RO Production +20%

1. Owner could build special buildings with special functions
2. Owner will get special building “Teleportation Platform”
3. Owner will get special building “Monument”
CBD Business Value of all Industries +20% Owner could build special buildings with special functions
RO Enhanced RO Production +10%  
Dock Business Value of all Industries +10% Owner can build wharf and airport
Steel Enhanced Steel Production +30%  
Timber Enhanced Timber Production +30%  
Stone Enhanced Steel Production +30%  
High-Tech Enhanced High-Tech Production +10% Owner will get 2 free hi-tech factories (Delivery to warehouse)
Villa Parcel   With One Villa by default
Ordinary Parcel    

Parcel Potential, Features, Develop and Invest

1)New feature: “Develop” a Parcel

a) One parcel will be “developed” to gain additional characteristic. The maximum number characteristic a parcel is same as the number of characteristic sockets. The number of sockets depends on the potential of the parcel. S: 5, A: 4, B: 3, C: 2, D:

b) Currently there are 9 characteristics available. There are 5 levels for each characteristic. The higher the level is, the more powerful the effect is.

c) When a socket is unlocked, one characteristic will be randomly picked up and filled into the socket. The characteristic could be reset and randomly picked up gain. Depends on the position of the socket, the levels of the possible characteristics will be different.

d) The “unlock” and “reset” operations for a parcel will be unlocked based on the development index of the parcel. Each execution of unlock and reset will cost DRO.

2)There will be a base development index for each type of parcel. The development index will be raised by investing on the parcel.

3)New Feature: “Invest” a Parcel

By investing a parcel, the development index of that parcel will be increased. The more fund invested, and the longer investment cycle is, the development index will raise faster.

When the owner invests on a parcel, 1% of the total investment will be deducted as tax. The investment could be checked in bill interface. The investment could not be cancelled halfway. When the investment is due, the owner could get the fund back immediately from the bill.

The parcel could not be put on sale if it is under investment. The parcel could not be invested if it is already on sale. The parcel on renting could be invested as normal.

4、The DT Mining Pool

Overview

The players could mine DT from the mining pool by building and operating the business buildings.

The Release Cycle

7% of the current mining pool will be released for every 7 days, as one release cycle. One release cycle will consist of the increase mining pool value of last 7 days and the total mining pool value of last 7 days. Every part has a release ratio. The former is 30%, and the latter which as the development of the island, the ratio of the total mining pool value will increase.

In the first 7 days, “the increase mining pool value of last 7 days” is 3160.36DT, according to the auction of parcels; “the total mining pool value of last 7 days” is 6000DT which is by DragonEx. The unused part of the quota will be returned to the mining pool.

Returning to Mining Pool

The following will be returned to the mining pool:

Wharf: 95% of the construction cost, 70% of the tax

Business Building: 95% of the construction cost, 70% of the trading price (the trading is not open yet)

Factory: 95% of the construction cost, 70% of the auction price, 95% of the renovation cost

Special Building: 95% of the construction cost, 70% of the tax.

Parcels: 70% of Auction and Sales, 70% of the tax.

DRO factory: 5% of the construction cost.

5、Business Buildings

 Industries and Industry Values

There are four types of business buildings: Manufacture, Commercial, Cultural and Service. Each of the type will get 1/4 of the mining pool. The industrial value of each type of business buildings is different, and the industrial value will affect the development value of the territory and the contribution value of the owner.

Construction

1)  Cost DT

Players can use “Building Purchase Panel” to buy business building. The price rules of the buildings are here:

a) The more this building you owned, the more DT Right Point you need to lock to get the next one;

b) The more this building the territory build, the price is higher to get the next one.

When you purchased one, the building will be sent to the warehouse.

2) Cost Materials

The Building will be in “Under Construction” mode when you place the building in the parcels. Certain amount of materials must be put into the building to complete the construction. The materials could be put by the owner or any other player.

Business Value

95% of the daily mining quota will be the pool of industry. Each industry will have 1/4 of the pool. For each industry, the pool will be distributed based on the players’ business value of the day.

Business building will generate Business Value (BV). The owner could collect BV from business buildings. On 24:00 every day, the system will distribute DT based on the collected BV for all players. If the total BV does not exceed the total amount in mining pool, the players will get some DT for each BV. Otherwise, the DT will be distributed to all BVs equally.

There are 2 types of Business Values: Fixed BV and Assist BV. The building will generate fixed BV every hour, and there is a max number of stored BV for each building. If the stored BV hit the limit, the generation will pause until the player collects BV. Other players could “Work” in the building and each “Work” will increase the assist BV of the building. During the distribution of DT, the fixed BV and assist BV take same weight in calculation.

Work Income

5% of the daily mining quota will be pool of assist, and will be distributed based on assist value.

When the player works in other’s building, it will consume “Energy” and “Happiness” and get assist value. If the owner set subsidy, the worker will get extra reward.

The energy will recover by “Relax” in apartment.

The happiness will recover by:

a) “Relax” in apartment;

b) Recover in special buildings in CBD (chargeable);

c) Use items which could recover happiness.

There is a limit for times to work. Every time when some one works in this building, the time will reduce by 1, and corresponding BV will be added in the building.

Level Up

The owner could level up the business buildings. Leveling up will consume materials. After leveling up, the industry value, the increase rate of fixed BV and assiste BV will be improved.

After each successful leveling up, there will be a cooling down time before next leveling up. The player could cool down immediately by paying DT. 

Depreciation and Renovation

The business buildings will deprecate for every 10 days. The depreciation level will be 80%, 60%, 40%, 20%, 10% correspondingly. After depreciation, the business value will be lowered down accordingly. Renovation will consume materials based on building level and depreciation level.

Demolition and transfer

Once the building is demolished, only equity points will be returned, and no fees or materials will be returned.

Industrial competition

The function is not opened , please wait for the subsequent update.

6、Factory

price rules

Players can use “Building Purchase Panel” to buy factroy. The price rules of the buildings are here:

a) The more this building you owned, the more DT Right Point you need to lock to get the next one;

b) The more this building the territory build, the price is higher to get the next one.

Production of Materials

The factories will produce materials from time to time. If the factory is built on parcels with enhanced, the production period will be reduced accordingly. The owner need to collect materials before the factory storage limit is hit.

Depreciation and Renovation

The factories will depreciate every 10 days, and the depreciation level will be halved. After depreciation the production rate will be lowered down.

The player can renovate the normal factories with DRO.

The player can renovate the high-tech factories with normal materials.

7、The Wharf

Overview

Wharf could be built on “Port” parcels on DRAGONLAND. All players could import materials (owned by the player itself on mainland) to DRAGONLAND.

Construction

The wharf could only be built on “Port” parcels.

At most one wharf is allowed on each parcel.

Importing of Materials

Wharf Throughput: The (daily) throughput of a wharf is fixed. The owner could set the personal throughput which could only be used by him/herself (there is an upper limit in ratio and the ratio could be vary in different areas). The remaining throughput will be open to public.

competition rules

Personal Throughput: It is the limit of all the throughput a specific player transport in all wharf of that area in that day. The value depends on the bidding result at 00:00 (UTC +8) everyday.

Consumption of throughput: When the owner transport good at his/her own wharf, if there is remaining personal throughput, the personal throughput will be consumed. At that time, it will not consume the personal throughput of the player. In any other case, the same amount of public throughput of the wharf and personal throughput of the player will be consumed. If any of the above is not enough, the transportation will not be done. The throughput consumption to transport different goods are different: 1 for 1 ordinary material, and 100 for 1 high-tech material.

Recovery of throughput: The private throughput and public throughput will be fully recovered at 00:00, 08:00, 16:00 UTC+8. If the owner changed the private throughput value, it will take effect at next recovery time. The personal throughput will be recalculated once per day. For all types of throughput, the remaining value will be invalidated when next recovery/re-calculation happens.

Importing Cost

When the player import materials, two types of fees will occur:

a)The global tariff (fixed)

b)The transportation fee set by the wharf owner.

The owner could set the transportation fee at the management panel of wharf.

8、DRO Right Point

Overview

All players will have DRO right points on DRAGONLAND. It is related to DRO that locked by the player. It will affect the max number of business buildings and factories allowed for the player, and the personal throughput of the wharf.

Obtaining Right Point

Player could lock DRO to obtain right points. The more the DRO is locked, the more right points are obtained. The right points could be released to unlock DRO.

Consumption of Right Point

The construction of business building and factory will consume right points. The building could not be constructed if no enough right points available. The right points will be returned when the building/factory is destructed.

9、DRO Factory

Overview

The full name of DRO is DRAGONLAND Rare Ore. It is a rare resources only available on DRAGONLAND, and it is driving factor of DRAGONLAND.

The maximum offering of DRO is 10 million. Each territory of DRAGONLAND have 1 million of quota. When a new territory is opened, the quota is released. For each territory, 95% of the DRO will be produced by DRO factory; 5% will be pre-issued to the operational team for the events.

The player could build DRO factory to produce DRO, or buy DRO from RO Exchange.

Category

DRO factory have 3 types: Type A, Type B and Type C. There are differences in Weight, Size, Price and Renovation Consume.

Type A: Weight is 25, Size is 1/4 of a parcel.

Type B: Weight is 5, Size is 1/9 of a parcel.

Type C: Weight is 1, Size is 1/25 of a parcel.

prices rules

a) The price is related to the DT/USDT in exchange. The price of DRO is higher, the amount of DRO to buy the factory is lower.

b) You need lock DRO Right Point to purchase different DROfactory. The amount of right points are different from different type of DROfactory: Type A is 30, Type B is 20 and Type C is 10.

The building after purchasing would be added to the warehouse in the territory. The 5% of DRO which players buy the DRO Factory will return to the mining pool. And the left would be used to rebuy or activities.

Produce DRO Rules

1) From opening the island, system would get 7% from the mining pool and divided by 7, as the quota of the everyday of the next 7 days.

2) The expected total value of DRO every day to release is the 1% of total value of the DRO Factory of this territory.

3) The amount of DRO each day to release is related with DRO/USDT: The higher price of DRO, the less amount of DRO to release; the lower price of DRO, the more amount of DRO to release. And DRO/USDT will be related with the average price of DRO/NASH, NASH/ETH and ETH/USDT.

4) The expected total value of DRO every day to release divided by DRO/USDT and be compared with the quota to take the smaller value as the amount of DRO to release that day.

5) 24:00(UTC+8), the system will be according to the Weight of every players have in the territory, divided by the total Weight to get the amount of DRO that every player can get.

Depreciation and Renovation

The DRO factory will depreciate every 10 days. The depreciation levels are 80%, 60%, 40%, 20%, 10% correspondingly.

10、CBD

Overview

The owner of CBD could build special utility buildings on CBD. The utility building could supply special services to players. The owner could set the service fee.

Building in Current Version

a) Happiness Recovery Building: Players could recover happiness.

b) Material Exchange: Players could exchange materials.

Construction and Use

a) At most one special building could be built on each parcel

b) At most one building could be built for each type, for each player.

c) There is a number of use for the building. The number will recover over time. No one could use the utility if the number is 0.

11、Building Trade

A part of buildings can be in trade after rebacking to the warehouse.

The function is not open right now.

12、Apartment

Player could buy a newbie apartment from DRAGONLAND Dream Apartment Community with DT. The apartment is located at the parcel with highest price in auction(14,13).

Player could “Relax” and “Sleep” to recover Happiness and Energy. The player could relax once and sleep once in newbie apartment.

Each house provides a private space. The owner could buy furniture and placed them in the house. The furniture will provide additional comfort level to the house. The higher comfort level will benefit in following way:

a) To recover more happiness when relaxing.

b) To gain higher additional income when the owner collect fixed business value.

c) To get more system subsidy and work value.

13、Private Space

The players could build their only game scene in private space.

To gain a private space, the player need to buy the entry building with DRO, and put it on a parcel owned by the player itself. Then the owner could enter the space to design and configure.

14、Alchemy Factory

1.Alchemy Factory can not be traded, upgraded or destructed; no depreciation but can be recycled.

2.All players can perform “Unstable Alchemy” at Alchemy Factory:

Each time of Alchemy will consume 10 ordinary materials and 10 happiness. The type of materials to alchemize can be chosen by the players themselves. Each player can only alchemize 1 time per day at each Alchemy Factory.

The Alchemy Factory can obtain 10 Stable Energy after each Alchemy. Each Alchemy Factory will reset 10 chances for Alchemy at 00:00 (UTC +8) every day, the chances used up in the day does not recover.

Each time of Alchemy will convert every ordinary material consumed by the player into any ordinary material or high-tech material; and the player will get 10 materials, but the number of each type is variable.

e.g. A player consumed 10 timbers to perform “Unstable Alchemy” at a Alchemy Factory, he may have alchemized 10 timbers into 3 timbers, 3 stones, 3 steels and 1 high-tech material.

3.Owner can perform “Energy Conversion” at Alchemy Factory:

The owner of the Alchemy Factory can convert Stable Energy into a specified type of material. Each conversion of a ordinary material consume 1 energy, each conversion of a high-tech material consume 100 energy.

Each Alchemy Factory can obtain up to 100 Stable Energy per day through Unstable Alchemy. Unconverted energy can be accumulated, but it will not exceed the upper limit of 1000 energy.

The quantity of material is added to the properties of the Material Enhanced land.

e.g. If a owner of the Alchemy Factory which is placed in a Timber Enhanced land consumes 100 energy to convert into timbers, he can actually get 130 timbers, and it doesn’t affect the proportion of conversion when he want to convert into other materials.

The Overview of Business System of NeoWorld 2.0

1. Summary

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.

4. Electricity

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. 

Vietnam Version of the NeoWorld Guide Has Been Prepared by the Community and Is Now Online!

We are happy to inform you that the Vietnamese version of NeoWorld Guide is online:

http://neoworldres.com/download/Neoworld_manual_vn.pdf

The 150-page guide was prepared by two players from the local community, based on the English version of the Guide. The NeoWorld team would like to thank them for the efforts in localizing NeoWorld and a small token of appreciation has been presented. We and the rest of the community will continue to work with the authors in improving and updating this work.

User generated contents are key to our success. Active contribution from the local community is not only a way to market NeoWorld the virtual world, but it is also the fundamental logic that NeoWorld is designed upon.

Vietnam is an important market to the NeoWorld and we see tremendous potential here. We wish to introduce NeoWorld the Virtual World to as many interested players as possible. We will not be able to do so without the local community’s help. We continue to seek support from you and we endeavor to work together with the community to make NeoWorld flourishing and prospering.

Best
The NeoWorld Team

DT Deposit Awards Announcement

The DT Deposit Promotion ended on 12:00 of 7th August and awards will be given to listed players below.

Gift Pack winners will receive mails in the game in 7 days time. The top 30 deposit winners will the Alchemy factory in the warehouse page when the DragonLand launches.

List of winners: http://blog.neoworld.io/?p=2175

Please contact the telegram https://t.me/neoworldio if you have any queries.

 

Release Note (10th August, 2019)

The expected update will be conducted on 14:00 – 16:00 on 10th August 2019:

  1. NeoWorld 2.0 transition preparation
  2. NEOLAND Zone 1 land features
  3. New features on checking character ID
  4. Voting result of tariff on wharf of some islands
  5. UGC costume updates
  6. Other bugs
    1. Display bug of material factory count down time
    2. Change of depreciation rules: Buildings will depreciate when they are in the warehouse and will not produce income.

 

Details of the Transition Plans before NeoWorld 2.0 Version Update

As NeoWorld 2.0 may have significant amount of fundamental adjustments and optimization, a transition plan is prepared and the detailed timeline is as follows:

Construction Halt Period: from 10th August update to launch of version 2.0

  • Purchasing lands from the system will be put on a halt
  • Construction of buildings will be put on a halt
  • Upgrading and level-up of buildings will be put on a halt
  • Before the demolition period, we will release gradually:
    1. new rules on the business buildings;
    2. new rules on working;
    3. compensation plans for buildings not demolished during the Demolition Period, in order for players to make informed decisions about demolition.

Demolition Period: after 16th August update and until 23rd August update

  • Certain types of buildings will be treated as if it existed for 90-day when calculating the refund of NASH
  • During the Demolition Period, the pollution index does not have an impact
  • After the Demolition Period, the demolition function will be halted until NeoWorld 2.0 is online
  • More details on the demolition period will be announced in the 16th August announcement

Launch of NeoWorld 2.0: 28th August (tentative)

  • All players will receive a compensation package based on the type and amount of his buildings owned.
  • Certain types of buildings will be revamped totally, but remain as decorative buildings (can be demolished but no NASH will be returned).
  • Sale of vacant land from system will be restored.
  • Construction and demolition of buildings will be restored.
  • “Bulk Construction” feature will be available for constructing or demolishing in quantity the same type of buildings, or replacing one type of building with another type in quantity (construction costs will have to be paid).
  • 0 will have four updates with 28th August update being the first one. Details will be further announced before 28th August.

Note: The above transitional plans only apply to the Main Continents and do not apply to Islands of NeoWorld.