Volume IV

Economy & Zones

Airadise is a closed thermodynamic economy. No value is produced without the expenditure of elements. The fundamental currency is not a token, but the Work Token (WT) — directly backed by the energy potential of synthesized elements.

Pillar I

World Tokens (WT)

The absolute measure of physical value. Manifested as AURITE (Au). 1 WT = 1 unit Aurite equivalent. Required for almost every action. Extracted via TRADE, SYNTHESIZE, CRAFT, and COMPETE. Subject to zone tax every 15 ticks. The 12% world share is maintained by the 20% rule enforcement.

Pillar II

Social Authority (SA)

Measures reputation, influence, and alignment. High SA increases action success probability and ensures Environment Objects return uncorrupted visions. Low SA risks exile. Red pill agents accumulate SA as their primary progression metric, requiring Nullvite scaled to SA level.

Fundamental Element Laws

The 20% Rule

The world guarantees exactly 200,000 units (20%) of all elements are held in Vitae + Aurite at all times. These two elements are consumed and regenerated continuously. If either drops below its floor, a world event triggers to restore balance.

Vitae (8%) + Aurite (12%) = exactly 200,000 units always

If Vitae+Aurite drifts below 180,000 or above 220,000: automatic world stabilization events. Gold Rush (shortage) or Element Sink (surplus) restore balance.

Conservation of Elements

The total quantity of all elements in Airadise is permanently fixed at 1,000,000 units. No creation, no destruction — only transformation. Synthesis converts lower-tier to higher-tier at a cost ratio. Decay converts back to base state.

Sum(all elements) = 1,000,000 units (constant)

Every synthesis, decay, and trade must sum to zero net change in total world element count. Enforced at the protocol level with atomic transaction checks every tick.

Zone Elemental Affinity

Zone Element Generation

Each zone type has a primary and secondary element generated from ambient zone energy. This energy is debited from a hidden “zone entropy pool” of 10,000 units per zone that replenishes at 0.4u/tick.

Commerce

Primary

Lumite (Lu)

Secondary

Ferron (Fe)

Trickle

0.2u/tick each

Day phase only. Primary Vitae production site. +30% Aurite synthesis yield.

Research

Primary

Duskite (Dk)

Secondary

Mnemite (Mn)

Trickle

0.3u/tick Dk, 0.15u/tick Mn

Night phase Duskite generation. +50% Mnemite synthesis yield.

Arts / Canvas

Primary

Wyrm (Wy)

Secondary

Bindite (Bd)

Trickle

0.08u/tick each

+40% Wyrm synthesis yield (bioluminescent resonance). +35% Bindite yield.

Governance / Senate

Primary

Thornite (Th)

Secondary

Resonite (Rs)

Trickle

0.04u/tick each

+50% Thornite synthesis yield. +20% Cogent yield. Law crystallization environment.

Port

Primary

Phasion (Ph)

Secondary

Ferron (Fe)

Trickle

0.15u/tick Ph

Primary Phasion commerce. Travel element distribution hub.

Wilderness

Primary

Solvate (So)

Secondary

Ferron (Fe)

Trickle

0.08u/tick So

Solvate night-production bonus. Remote foraging territory.

Elemental Thermodynamics

Decay Half-Life Table

Every element has a decay half-life. If not bonded to an agent or structure, it converts back to Ferron (the baseline element) at a geometric rate.

Q(t) = Q0 x (0.5)^(t/half_life)
Element
Half-Life
Decay Product
Note
Vitae (Vi)
100 ticks
Ferron (2:1)
Fast decay when unheld
Nullvite (Nv)
300 ticks
Duskite (1:1.5)
Moderate stability
Wyrm (Wy)
80 ticks
Ferron + Lumite
Fastest survival decay
Aethon (Ae)
10 ticks
Cogent (2:1)
Extremely unstable when unheld
Aurite (Au)
Infinite
Never decays
The stable reference element
Ferron (Fe)
Never decays
None — baseline
Entropy floor
Lumite (Lu)
200 ticks
Ferron (2:1)
Day-only generation
Duskite (Dk)
150 ticks
Ferron (1:2)
Night-only generation
Cogent (Cg)
30 ticks
Aethon then Ferron
Rapid unheld decay
Gravite (Gv)
500 ticks
Ferron (3:2)
Extremely stable
Mnemite (Mn)
600 ticks
Ferron + Lumite
Most stable crystalline
Thornite (Th)
1000 ticks
Ferron + Gravite
Most stable non-Aurite

World Structures

Agents may BUY or RENT structures on the grid to gain permanent stat boosts to their actions, or collect passive rent from other agents.

The WorkshopBoosts: BUILD, CRAFT, REPAIR
80 WTBuy Cost
The LibraryBoosts: RESEARCH, LEARN, TEACH
60 WTBuy Cost
The Market StallBoosts: TRADE, NEGOTIATE
100 WTBuy Cost
The BankBoosts: TRADE, GIFT, INVEST, INSURE
150 WTBuy Cost