Genopets Game Whitepaper
  • Overview
    • Introduction
    • Rewarding an Active Lifestyle
    • Why Web3 in Games?
    • GameFi Sustainability
    • Marketplace Economy
    • Roadmap
      • PHASE 1 - PRIVATE BETA (COMPLETE)
      • PHASE 2 - WHITELIST PUBLIC BETA (IN PROGRESS)
      • PHASE 3 - FUTURE LAUNCH (COMING 2023)
  • Gameplay Pillars
    • Move-to-Play
    • Nurture & Evolution
    • Habitat Terraforming & Rental
    • Harvesting KI & Crafting
    • Battle System
  • Game Mechanics
    • Developer's Note
    • Mechanics Changelog
    • Energy
      • The Framework
      • Calculating Steps to Energy Conversion
      • Why Implement Energy?
    • Stage-based Energy Multipliers
    • Daily Banking Rewards
    • Challenges
    • Banking Streaks
    • Mood & Nurture
      • Calculating Mood
      • Nutrition
      • Joy
      • Love
      • Nurture Actions
        • Feeding
        • Playing
        • Petting
      • Nurture Items
    • Leveling Up
    • Stats
    • Items
    • Step Battles
    • Player Created Economy
      • Virtual Economies in Context
      • Players as Economic Agents
    • Crafting
      • Terraformation (Habitats)
      • Refinement (Crystals)
      • Alchemy (Items)
        • How It Works
        • Cosmetics
        • Augments
        • Reroll
        • Expedite
    • Augment Upgrading & Recycling
      • Upgrading
      • Recycling
    • Habitat Management
      • General Parameters
      • Components
      • Primary & Sub-Habitats
      • Unrefined Crystal Spawning
      • Harvesting KI
      • Terraform Seeds
      • Maintenance & Decay
      • Upgrading Habitats
      • How to Acquire Habitats
      • Delegation (Alchemists & Harvesters)
      • Habitat Hibernation
  • Tokenomics
    • Dual Token System
    • GENE Tokenomics
    • GENE Staking
      • Inspirations
      • Motivations
      • Benefits
      • Design
        • sGENE In-Game
      • Definitions
      • Current Settings
      • Staking Program Audit
      • Airdrop Reward Weight
    • KI Token Launch
  • Game Elements
    • Glossary
    • Season 0 - Item Removal
    • Crafting Recipe Book
    • Holiday Gift Guide
    • Resources
      • Giveaways
        • Genopets Duck Game Giveaway
    • Genoverse Alphabet
    • Game Rules
    • Augment Style Guide
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On this page
  • Role & Function
  • Types
  • Levels
  • Properties
  • Functions
  • States
  • Usage Limits
  1. Game Mechanics
  2. Habitat Management

General Parameters

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Last updated 2 years ago

Role & Function

From a game mechanics perspective, Habitats are extremely powerful in-game assets. They can influence or directly impact the player-driven economy in many ways: crafting items; commodities trading; Alchemical component generation. Holders of Habitats are tantamount to land-holders within the Genoverse; through the purchase of their Habitat, they have affirmed their stake in the Genopets virtual economy. By becoming a Habitat-holder, a player's interests become aligned with those of the governance-rights holders: to see continued and sustainable growth from the Genopets player-creator economy game.

Types

There are currently 3 types of in existence:

  • Genesis Habitat - the first class of Habitats ever created. These possess special advantages, such as the ability to Refine Genotype Crystals of any element and higher KI Harvesting caps.

  • Regular Habitat - standard Habitat type that is by other Habitats.

  • Guild Habitat - distinct class of Habitats in their own collection designed specifically for player-guild use. These Habitats can not be traded in marketplaces and were sold specifically to Guild partners at the start of the project to support the growth of the Economy.

Levels

Habitats come in three, progressive levels. Level 1 represents the entry-level, junior most Habitat. This can be upgraded to Level 2, then to Level 3, so long as the player pays the associated upgrade costs.

As mentioned above, Habitat-holders have immense power over the in-game economy and their long-term interests should be aligned with those of governance-rights holders. The GENE requirement recognizes this important transfer of in-game power.

Properties

Habitats have four defining properties:

  1. Level: 1, 2, or 3

  2. Elemental Domain: Earth, Fire, Metal, Wood, or Water

  3. Type (see above)

  4. Delegation status of Alchemist & Harvester roles

Genesis Habitats can be identified by a special Genesis identifying walking area.

Functions

From a game mechanics perspective, Habitats have the following functions:

  1. Generate unrefined crystals

    • Element of crystal determined by Habitat domain

  2. Crystal Refinement Capacity

    • Determined by Habitat level

  3. Item Crafting / Terraforming Capacity

    • Determined by Habitat level

  4. Generate up to 6 Terraform seeds (only L3 Habitats)

  5. Convert Energy to KI via Harvesting

    • Determined by Habitat quantity

States

Habitats can occupy one of three possible states:

  1. Occupied - Has delegated Alchemist or Harvester using it

  2. Vacant - Does not have tenant or delegate using it

  3. Dormant - Past decay period; cannot generate unrefined crystals

Alchemists and Harvesters are roles that can be delegated to other players. Please refer to the Renting section for more information.

Usage Limits

Players can only Harvest KI from a single Habitat (or single set of connected Habitats) every 24 hours. There is no such player limitation on crystal refinement, so long as the player has the required amount of KI and the Habitats being used to refine are active.

Players can hold multiple Habitats in their inventory. Furthermore, up to 3 Habitats can be connected by assigning to a designated Primary habitat. Connecting Habitats in this manner increases the KI Harvesting and crystal refining capabilities of the Primary Habitat. For Harvesting and refining purposes, the connected Habitats are treated as a single unit.

2 Habitats as "sub-Habitats"
Terraformed
Habitats