# Fulbo In-game Economy

### Overview

Fulbo’s economy is designed to be **sustainable, controlled, and activity-driven**.

It is built around two distinct layers:

* Core Economy (controlled)
* Extended Economy (flexible)

The goal is to ensure long-term stability while allowing room for expansion and monetization.

***

### Core Economy

#### Definition

The core economy includes all assets and systems that directly affect gameplay:

* Players
* Scouts
* Competitions
* Token ($FULBO)

This layer is **strictly controlled**.

***

#### Objectives

* Maintain balance between supply and demand
* Prevent inflation
* Preserve asset value
* Ensure long-term sustainability

***

### Player Economy

Players are the central asset of the system.

#### Key Properties

* Limited lifespan (500–700 matches)
* Performance-based value
* Required for competition

***

#### Economic Impact

* Players are continuously removed through expiration
* Demand is constantly regenerated
* Market activity remains active

***

### Scout Economy

Scouts regulate player supply.

#### Key Properties

* Maximum: 2 scouts per team
* Generate 1 player per week
* Limited circulation

***

#### Supply Model

* \~500 scouts per 1000 teams (target)
* \~8000 players generated every 4 months

***

#### Control Mechanism

Every \~4 months:

* Scout supply is adjusted
* New packs are released
* Market conditions are evaluated

***

#### Role

Scouts are the **primary control point of the economy**.

They ensure:

* No oversupply
* Continuous player generation
* Predictable growth

***

### Competition Economy

Rewards are funded through real activity.

#### Weekend Entry Distribution

* 40% → Weekly rewards
* 40% → Weekend rewards
* 10% → Team revenue
* * Cosmetic pack per entry

***

#### Weekly League

* Free to play
* Funded by Weekend Cup

***

#### Impact

* No artificial rewards
* No inflation
* Rewards linked to participation

***

### Token Economy ($FULBO)

#### Role

The token functions as:

* Medium of exchange
* Entry mechanism
* Marketplace currency

***

#### Behavior

The token flows through:

* Competition entry
* Rewards
* Marketplace transactions

***

#### Economic Model

* Usage-based demand
* No inflation-based rewards
* Continuous circulation

***

#### Value Drivers

* Player demand
* Competition activity
* Market volume

***

### Extended Economy (Cosmetics)

#### Definition

Cosmetics include:

* Club logos
* Kits
* Stadiums
* Visual elements

***

#### Properties

* No gameplay impact
* Unlimited creative design
* Flexible supply

***

#### Economic Role

* Revenue generation
* Player identity
* Market expansion

***

#### Control Level

Unlike the core economy, cosmetics are:

* Less restricted
* More abundant
* Freely designed

***

### Supply Balance

Fulbo maintains balance through:

* Player expiration
* Controlled scout generation
* Periodic supply adjustments

***

### Control Points

The team actively manages:

* Scout supply
* Release timing
* Reward structure
* Economic balance

***

### Sustainability Model

Fulbo avoids:

* Infinite minting
* Inflationary rewards
* Dependency on new users

Instead, it relies on:

* Asset lifecycle
* Competition-driven demand
* Controlled supply

***

### Core Principle

> The economy must be driven by activity, not inflation.

***

### Final Outcome

Fulbo’s economy is designed to:

* Maintain long-term balance
* Support active gameplay
* Preserve asset value
* Enable continuous growth

It functions as a controlled system where:

* Supply is regulated
* Demand is constant
* Value is activity-driven


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