# Fulbo Loops

## Overview

Fulbo is structured around three core systems:

* Player Loop
* Market Loop
* Economy Loop

Each loop operates independently but is interconnected. Together, they form a **self-sustaining ecosystem** where gameplay, asset ownership, and economic activity continuously reinforce each other.

***

## Player Loop

#### Definition

The Player Loop represents how users interact with the game on a continuous basis.

***

#### Structure

Build squad

↓

Define tactics

↓

Compete in matches

↓

Earn rewards

↓

Analyze performance

↓

Adjust strategy

↓

Repeat

***

#### Explanation

Players act as managers responsible for building and optimizing their team.

Performance depends on:

* Squad composition
* Tactical decisions
* Player selection
* Adaptation over time

There is no manual gameplay. Outcomes are determined by preparation and strategy.

***

#### Competitive Integration

The Player Loop operates within:

* Weekly League (free progression)
* Weekend Cup (entry-based competition)

These systems provide:

* Continuous activity (weekly)
* High-intensity competition (weekend)

***

#### Outcome

The Player Loop generates:

* Continuous engagement
* Demand for players
* Strategic depth

***

## Market Loop

#### Definition

The Market Loop governs how assets circulate and how players interact with value.

***

#### Structure

Acquire players

↓

Use players in competitions

↓

Player value evolves

↓

Sell or replace players

↓

Reinvest into squad

↓

Repeat

***

#### Value Drivers

Player value is dynamic and influenced by:

* Performance
* Tactical relevance
* Remaining lifespan
* Market demand

Players closer to expiration naturally lose value, creating constant turnover.

***

#### Market Behavior

The market is:

* Player-driven
* Reactive
* Continuous

There is no fixed pricing — value emerges from usage and demand.

***

#### Outcome

The Market Loop drives:

* Trading activity
* Price discovery
* Squad optimization

***

## Economy Loop

#### Definition

The Economy Loop regulates the creation, distribution, and removal of players.

***

#### Structure

Scouts generate players

↓

Players enter the market

↓

Players are used in competitions

↓

Rewards circulate

↓

Players expire

↓

Demand for new players increases

↓

Repeat

***

### Player Lifecycle

Players have a limited lifespan:

* Average: **600 matches**
* Range: **500–700 matches**

***

#### Impact

* High-activity players rotate faster
* Low-activity players last longer
* Demand scales with usage

This ensures natural asset turnover without forcing expiration.

***

### Scout System

#### Ownership

* Each team can hold a maximum of **2 scouts**

***

#### Active Supply

Not all teams will use both slots.

Recommended system balance:

* **400–600 active scouts per 1000 teams**
* Optimal target: **\~500 scouts**

***

#### Production

Each scout generates:

* **1 player per week**

***

#### Output (Example)

At 500 scouts:

* 500 players per week
* 2000 players per month
* 8000 players per 4 months

***

### Supply Balance

For 1000 teams:

* Target: **8–10 players per team**
* Total: **8000–10000 players in circulation**

This ensures:

* Sufficient liquidity
* Market depth
* Player availability

***

### Controlled Releases

Every \~4 months:

* New scout packs are released
* Supply is adjusted based on:
  * Active users
  * Market conditions
  * Price stability

***

#### Strategic Role

These releases allow Fulbo to:

* Maintain economic balance
* Introduce new gameplay features
* Refresh the ecosystem

New features expand gameplay without creating unfair advantages.

***

### Rating Distribution

Player generation follows a controlled distribution:

* 50% → 68–75
* 25% → 75–80
* 15% → 80–85
* 8% → 85–90
* 1.9% → 90–95
* 0.09% → 96
* 0.01% → 97
* 98–99 → do not exist

***

### Elite Player Control

Players rated 90+ are strictly controlled:

* New elite players are introduced only when others expire
* Supply remains stable over time

***

### Token Integration ($FULBO)

#### Role

The token is used for:

* Competition entry
* Marketplace transactions
* Asset purchases

***

#### Circulation

Players earn tokens

↓

Spend tokens on assets and entries

↓

Re-enter competitions

↓

Repeat

***

#### Economic Behavior

The token economy is:

* Usage-driven
* Non-inflationary
* Activity-based

***

### System Integration

The three loops interact as follows:

* The Player Loop creates demand
* The Market Loop distributes value
* The Economy Loop regulates supply

***

### Core Principle

> Gameplay creates demand.
>
> The market distributes value.
>
> The economy maintains balance.

***

### Final Outcome

Fulbo operates as a controlled ecosystem where:

* Players continuously compete
* Assets continuously circulate
* Supply is dynamically adjusted
* Demand remains constant

This enables long-term sustainability without reliance on artificial incentives.


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