Internal reference

Token and Economy Flow

Bloodlines uses two currencies for two purposes. USDG is real money. It funds the treasury, seeds the season prize vault, and buys back CRIME through the Jobs contract. CRIME is the in-game token. Players buy it and spend it on upgrades, and the contracts recycle it internally rather than selling it back to the market.

This document covers each loop in the order a player encounters it, then combines them into a single diagram at the end.

CRIME, in-game token
USDG, fee currency
RWA, season prize
Faction wars
01

Token genesis

CRIME launches with a hard cap of 1,000,000,000 tokens on a third-party launchpad. A portion of the secured allocation is routed into the Reward Vault so the game can pay out production before a player has bought anything.

Launchpad Third-party sale, deploys CRIME Supply capped at 1,000,000,000 Secured Supply Held for game operations Reward Vault Seed balance for early emissions Circulating Supply Available on the open market

Supply is fixed at launch. No further CRIME is minted. Everything paid out after this point is either the seed balance or CRIME that players fed back into the Reward Vault through upgrades, described in section 03.

02

Player onboarding

Joining costs a flat entry fee in USDG. The fee splits immediately between the treasury and the season prize vault, before the player has produced or spent a single CRIME token.

Wallet Connects to play Game Registry Registers family and faction Entry Fee USDG Treasury X% of entry fee Prize Vault Y% of entry fee

Faction choice is made at registration and is permanent for the life of the family.

X%of every entry fee routes to the operating treasury
Y%of every entry fee routes to the prize vault
6factions, chosen once and locked in
03

Core production loop

This is the loop most players repeat every day, and it is the main source of buy pressure on CRIME. Operations produce CRIME passively. Reaching the next upgrade tier needs more CRIME than passive production provides, so players buy the difference on the open market. CRIME spent on upgrades is not resold. It is recycled into the Reward Vault, the same contract that pays out every production claim.

Open Market Players buy CRIME here Operations Passive CRIME production Player Wallet Holds CRIME balance Upgrade System Spends CRIME to raise output Max cost 75,000,000 CRIME Reward Vault Recycled CRIME, not resold Faction Treasury Portion of upgrade spend buy CRIME claim CRIME pay upgrade cost raises production rate funds every claim payout

Production alone does not generate enough CRIME to reach the next upgrade tier in a reasonable time. That gap is intentional. Closing it requires buying CRIME on the open market, which is the main source of organic demand for the token. What players then spend on upgrades does not return to circulation. It moves into the Reward Vault, the same contract that pays out production claims, war raid winnings, and job payouts.

04

Factions and wars

A portion of every upgrade cost is sent to the player's faction treasury. That treasury is what is at stake in faction wars. The winning faction takes half of what the losing faction has accumulated.

Faction A Treasury funded by upgrades Faction B Treasury funded by upgrades War Manager Pairs factions each round Members opt in with muscle Winning Faction Raids 50% of loser's treasury Contributing Members Split by muscle contributed Losing Faction Temporary production penalty for members who fought
50%of the loser's faction treasury seized on a win
Opt-inwars are optional, no reward without contributing
Penaltya temporary production hit if your faction loses and you fought
05

Jobs

Jobs are optional contracts paid in USDG instead of CRIME. High-multiplier jobs require a small stake. Lower-multiplier jobs require a larger stake, but it never exceeds a hard cap. A successful job pays out in CRIME. A failed job returns nothing, because the stake is already split upstream at the moment the player commits.

Accept a Job Jobs contract Stake capped at $750 Treasury Operating revenue Prize Vault Season xStocks pool Reward Vault USDG buys back CRIME Job Succeeds Pays out in CRIME Funded by the Reward Vault Job Fails No refund Stake already split above USDG stake result
$750maximum exposure on any single job setup
High mult.pairs with a small entry price
Low mult.pairs with a larger entry price, never extreme
06

Season prize vault

Two USDG streams feed one pool. A share of every entry fee and a share of every job stake both go into the Prize Vault. That pool buys tokenized real-world assets over the season, and it pays out once, to the faction that wins the season's faction wars.

Entry Fees Share of every signup, USDG Jobs Share of every stake, USDG Prize Vault Accumulating USDG balance Converts to RWA over the season Swap Adapter Buys RWA including NVDA, AAPL Holdings return to the vault once per season Winning Faction Leads the season standings Vault splits by war contribution

The vault never touches CRIME directly. It is a USDG pool that converts into real assets over the season, then pays out once to the winning faction, which distributes it to members in proportion to their war contribution.

07

Growth and production boosts

Four systems feed the same multiplier on a player's base production rate. None of them affect the treasury splits directly. They only change how fast CRIME accrues before it is claimed. The referral system works differently: it pays the referrer a direct share of production instead of boosting a multiplier.

Daily Commissions Login streak builds reputation Partner Rewards Verified NFT or token holdings Boost Manager Time-boxed promotional campaigns Early Adopter Permanent boost, first entrants Production Multiplier Combines all active boosts Operations Boosted CRIME output Referral System Invite earns a production share Capped at 500 CRIME per day Referrer's Wallet Receives the daily commission
500CRIME per day cap on referral commission, per referrer
1xearly adopter boost, permanent, granted once
Stackedboosts combine. None of them touch treasury splits
08

Full economy map

This diagram combines the loops above into a single map. The gold lines show CRIME moving between players and game contracts. The green lines show USDG entering the treasury and prize vault. The violet line shows the season prize returning to players once a season.

Players Every wallet in the game Open Market CRIME is purchased here Reward Vault Recycled CRIME Funds every reward payout Treasury Operating revenue Prize Vault Converts USDG into RWA Paid out once per season buy CRIME spend on upgrades claims, raids, job payouts entry fee job stake season prize, winners only

USDG funds the treasury and the season prize pool. CRIME moves only between players and the Reward Vault. Spending CRIME on upgrades creates buy pressure without creating any sell pressure from the game's side. Faction wars redistribute CRIME between players through treasury raids, without changing this balance.

Four caps limit how much value moves through the system at once. Maxing every upgrade costs 75,000,000 CRIME. Jobs exposure is capped at ~$750. Referral commission is capped at 500 CRIME per day. Faction raids are capped at 50% of the losing treasury. These limits set the house edge.