# (Preliminary) $FA Utility \*Advanced

***

### Source: Bootstrap Emission Schedule

* **Bootstrap Budget:** 78,000 $FA (one-time from Marketing allocation)
* **Emission:** 20% of remaining budget reallocated weekly

| Week | Budget | 20% from Budget |
| ---- | ------ | --------------- |
| 1    | 78,000 | 15,600          |
| 2    | 62,400 | 12,480          |
| 3    | 49,920 | 9,984           |
| 4    | 39,936 | 7,987           |
| 5    | 31,949 | 6,389           |
| 6    | 25,560 | 5,112           |
| 7    | 20,448 | 4,089           |
| 8    | 16,359 | 3,271           |
| 9    | 13,088 | 2,617           |
| 10   | 10,471 | 2,094           |
| 11   | 8,377  | 1,675           |
| 12   | 6,702  | 1,340           |
| 13   | 5,362  | 1,072           |
| 14   | 4,290  | 858             |
| ...  | ...    | ...             |

***

### Sink: $FA Token Usage

* $FA tokens are primarily spent through **Gacha** and **in-game microtransactions**.
* From previous sales record, \~50,000FA /14 weeks, and new microtransaction and Guild Wars, we should be able to sink 78,000 FA from the bootstrap.

***

### Guild Wars - Start with Bootstrap

#### Mechanism Overview

* Each player **must purchase at least one Battle Pass** to participate in **a Guild War round.**
* **Battle Pass cost:** 120 $FA.
* Each Battle Pass eligible for 1 round.&#x20;
* Players can purchase **multiple Battle Passes** to scale reward linearly.
* To maintain economic stability during the bootstrap phase, **Battle Pass sales are limited to 100 passes max** for the first 2 weeks.
* All Battle Pass proceeds are pooled into the **Pot**, combined with the bootstrap allocation.

#### Battle Attempts and Rewards

* Each participated player receives **5 attack attempts per round per week**.
* During the **bootstrap 1st week**:
  * **Winning an attack** yields approximately **36 $FA per Battle Pass**.
  * **Losing an attack** yields approximately **24 $FA per Battle Pass**.
* Even if a player loses all 5 attempts, the original **120 $FA Battle Pass cost is returned**, ensuring no loss during bootstrap.
* This structure promotes a **positive reward cycle** to encourage player participation.

***

#### Reward Allocation Rules

* Each weekly round allocates **20% of the Pot** for player rewards.
* **Winning attacks** receive **1.5x the reward** compared to losing attacks.
* Example:
  * If 100 Battle Passes participate and all win all 5 battles (500 wins total max),
  * The **winning reward per battle per Battle Pass** = 20% of Pot ÷ (Total Battle Passes \* Max attack attempts).
  * The **losing reward** = winning reward ÷ 1.5.
* Rewards from losing battles are **reserved as bonuses for Guilds based on Rank**, alongside in-game item prizes.
* This incentivizes guilds to **actively defend** rather than letting defenses fall to farm $FA rewards easily.

***

#### Economic Simulation Tables

**Scenario 1: Stable 100 Battle Passes All The Way**

| Round | Starting Pot | 20% Pot Source | Pot Sink (Battle Tickets) | Win Reward | Lose Reward | Guild Max (All Lose) | Win All - BPass | Win Half - BPass | Lose All - BPass |
| ----- | ------------ | -------------- | ------------------------- | ---------- | ----------- | -------------------- | --------------- | ---------------- | ---------------- |
| 1     | 90,000       | 18,000         | 12,000                    | 36.0       | 24.0        | 6,000                | 60.0            | 30.0             | 0.0              |
| 2     | 84,000       | 16,800         | 12,000                    | 33.6       | 22.4        | 5,600                | 48.0            | 20.0             | -8.0             |
| 3     | 79,200       | 15,840         | 12,000                    | 31.7       | 21.1        | 5,280                | 38.4            | 12.0             | -14.4            |
| ...   | ...          | ...            | ...                       | ...        | ...         | ...                  | ...             | ...              | ...              |
| 14    | 61,649       | 12,330         | 12,000                    | 24.7       | 16.4        | 4,110                | 3.3             | -17.3            | -37.8            |

> *Note:* This assumes no players quit, maintaining 100 Battle Passes weekly. Over time, rewards shift more to Guild Rank bonuses and less to individual battles, and the economy reaches its equilibrium Source = Sink. The system balances incentives and encourages strategic play.

***

**Scenario 2: 50% Player Drop-Off After Initial Rounds**

| Round | Starting Pot | 20% Pot Source | Pot Sink (Battle Tickets) | Win Reward | Lose Reward | Guild Max (All Lose) | Win All - BPass | Win Half - BPass | Lose All - BPass |
| ----- | ------------ | -------------- | ------------------------- | ---------- | ----------- | -------------------- | --------------- | ---------------- | ---------------- |
| 1     | 90,000       | 18,000         | 12,000                    | 36.0       | 24.0        | 6,000                | 60.0            | 30.0             | 0.0              |
| 2     | 84,000       | 16,800         | 12,000                    | 33.6       | 22.4        | 5,600                | 48.0            | 20.0             | -8.0             |
| 3     | 73,200       | 14,640         | 6,000                     | 58.6       | 39.0        | 4,880                | ***172.8***     | 124.0            | ***75.2***       |
| ...   | ...          | ...            | ...                       | ...        | ...         | ...                  | ...             | ...              | ...              |
| 14    | 30,398       | 6,079          | 6,000                     | 24.3       | 16.2        | 2,026                | 1.6             | -18.7            | -38.9            |

> *Note:* Here, a 50% drop in Battle Pass purchases causes rewards to spike drastically for remaining players, encouraging new players to join. Even all losing players earn more $FA, further encourage everyone to join, creating a self-sustaining economy.

***

**Scenario 3: Unlimited Battle Passes After 2nd Week with Large Investor Comes In & Go**

| Round | Starting Pot | 20% Pot Source | Pot Sink (Battle Tickets) | Win Reward | Lose Reward | Guild Max (All Lose) | Win All - BPass | Win Half - BPass | Lose All - BPass |
| ----- | ------------ | -------------- | ------------------------- | ---------- | ----------- | -------------------- | --------------- | ---------------- | ---------------- |
| 1     | 90,000       | 18,000         | 12,000                    | 36.0       | 24.0        | 6,000                | 60.0            | 30.0             | 0.0              |
| 2     | 84,000       | 16,800         | 12,000                    | 33.6       | 22.4        | 5,600                | 48.0            | 20.0             | -8.0             |
| 3     | 91,200       | 18,240         | 24,000                    | 18.2       | 12.2        | 6,080                | -28.8           | -44.0            | -59.2            |
| 4     | 84,960       | 16,992         | 12,000                    | 34.0       | 22.7        | 5,664                | ***49.9***      | ***21.6***       | ***-6.7***       |
| ...   | ...          | ...            | ...                       | ...        | ...         | ...                  | ...             | ...              | ...              |
| 14    | 62,680       | 12,536         | 12,000                    | 25.1       | 16.7        | 4,178                | 5.4             | -15.5            | -36.4            |

> *Note:* After removing the 100-battle pass limit post week 2, if a large investor buys many Battle Passes, rewards per pass will reduce, making quitting costly. This encourages long-term participation, sticky and balances the economy.

***

### Summary

<figure><img src="/files/eiiVASQDtqAMoIJuowdh" alt=""><figcaption></figcaption></figure>

* New $FA token utility revolves around **Battle Pass purchases** for Guild Wars, **Gacha**, and **in-game microtransactions**.
* In-game swap FA <-> S will abstract the friction.
* Aside from the bootstrap (source), the economy continues to move toward a long-term sink through the introduction of more in-game items and new content updates.
* Activating the $FA economy in-game will generate more fees for the liquidity providers, encourage players to have skin in the game, and drive organic promotion through word-of-mouth, amplifying the social effect.
* The economic design incentivizes player engagement through a **positive feedback loop**:
  * Players get rewarded even when losing initially.
  * Guilds gain bonuses, encouraging defense and teamwork.
  * The system is self-regulated and self-sustained.
* Battle Pass purchase limits and pot distributions are carefully tuned to maintain a sustainable in-game economy at start and keep $FA valuable.
* As our community grows, future sponsorships, advertisement or partnerships requiring FA community participation can directly incentivize FA community by putting FA tokens into the Pot as bonus to create a win-win scenario.

***


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