# Player Supply & Generation System

### Overview

Fulbo’s player supply is controlled through a combination of:

* Scout generation
* Controlled releases
* Player lifecycle (expiration)

The system is designed to maintain:

* Market balance
* Asset value
* Long-term sustainability

***

### Scout System

Each team can own a maximum of:

* **2 scouts**

***

### Active Scout Ratio

Not all teams will use both slots.

Recommended active ratio:

* **40% – 60% utilization**

***

### Example

For 1000 active teams:

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

***

### Player Production

Each scout generates:

* **1 player per week**

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#### Output

At 500 scouts:

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

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### Target Player Supply

For 1000 teams:

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

***

### Rating Distribution

Players are generated with the following distribution:

| Rating | %     |
| ------ | ----- |
| 68–75  | 50%   |
| 75–80  | 25%   |
| 80–85  | 15%   |
| 85–90  | 8%    |
| 90–95  | 1.9%  |
| 96     | 0.09% |
| 97     | 0.01% |
| 98     | 0%    |
| 99     | 0%    |

***

### Elite Player Control

Players rated 90+ are strictly controlled.

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

***

### Geographic Distribution

Players are generated with regional diversity:

* 40% Latin America
* 40% Europe
* 15% Africa
* 5% Asia

***

### Additional Supply Sources

#### Initial Packs

* Used during early stages
* Bootstraps the market

***

#### Controlled Releases (Every \~4 Months)

* New scout packs
* Adjusted supply
* New features introduced

***

### System Goals

* Prevent oversupply
* Maintain player value
* Ensure continuous demand
* Support active marketplace

***

### Core Principle

Player supply must always be:

> Controlled, renewable, and demand-driven


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