Land
Last updated
Last updated
The first city in Wilder World is Wiami.
Wiami is powered by Metropolis. Metropolis encompasses the economic design, governance systems, and onchain protocols that power the Wilder World economy.
At the core of Metropolis is Land. Land is the permissionless, sovereign, and decentralized ownership of Wiami. At launch, each Land parcel will hold a unique quantity of resources that can be mined by Miners. Resources are backed by WILD, making them easily tradeable and connected to the WILD token economy: A total of 100 million WILD (20% of the total supply) will be spread across The Island and Mainland Land plots (44,444 total) through Resources.
Ownable objects in Wilder World are the result of a digital supply chain process that converts resources (such as Iron Ore or Copper Ore), into usable game objects (such as buildings, clothing, vehicles or ammo), similar to the real world.
Metropolis delivers several benefits compared to existing virtual land:
Inflation: In a near infinite virtual world with rapidly decreasing marginal costs, it is important to pace the production of digital goods with actual demand and player growth. Failing to balance this inevitably leads to the oversaturation of digital assets and a collapse in prices, disincentivizing new businesses and creators. Metropolis manages goods inflation by aligning the supply of new digital assets with scarce Resources mined from Land.
Alignment: In order to align the interest of WILD holders and industry asset holders, it is important that an increase in utility in either category is positive sum for one another. WILD is required to increase the total amount of Resources available to mine in Wilder World, and Resources are required to increase the total amount of digital goods in Wilder World. This coupling creates a synergistic effect between the asset categories, incentivizing positive sum collaboration between the Wilder World DAO and Industry DAOs.
Utility: Land offers utility in the form of participating in the Resource economy as a miner, developer or player. Similar to the real world, once Land is developed it can be used for different purposes. This includes everything from industrial activities such as mining and refining raw materials, to developing residential or commercial real estate, to stewarding public land and conservation. Metropolis offers different utility depending on the lifecycle phases of a land parcel, creating many different types of uses and economic strategies.
WILD will be required to purchase all in-world assets, including new industry mints, Land, as well as to increase the total number of Resources in Wilder World.
Land is located in three primary regions:
The Island - Genesis Land
The Mainland
No Man's Land
Wiami proper is comprised of the Island and Mainland, with No Man's Land existing outside of the official city limits of Wiami. Each region is subject to a unique urban plan, set of laws enforced by onchain contracts, as well as onchain community and AI run governance.
Each region is designed with unique experiences in mind. The Island maintains a focused urban plan to support city life. The Mainland enables mining, nature exploration, and promotes creativity for community development. No Man's Land is dangerous and full of surprises.
There will be separate drops for each region:
The Land Drop 2 sale is aimed for release early Q1, 2025, following the release Super Early Access, and our Open World Gameplay Trailer Land Drop 2 plots will be released using a daily onchain auction priced in WILD. There will be 100 plots sold per day for 360 consecutive days. Further details will be provided in Dev Log 12. The Trinity airdrop for Land Drop 2 will happen towards the middle to the end of Land Sale 2, in order to maintain market supply during these uncertain market conditions. Notably, Trinity plots will be reserved before the sale begins, ensuring rarity is properly distributed throughout the process
Similar to Land Drop 1 and 2, Trinity Keepers will be eligible for a complimentary airdrop or claim for Land Drop 3 (No Man's Land). The date for the Land Drop 3 airdrop and sale has not yet been set.
There will be a liquid marketplace where mined resources can be purchased and sold. Wilders who enjoy hands-on involvement can purchase a mining rig and extract resources from their Land, utilizing these materials for construction or trading in-game. Wilders can also opt to simply purchase the necessary resources from the WWMM.
There will be multiple strategic elements for mining in addition to harvesting resources and building. Combat and strategy will be introduced, similar to a basic RTS (Real-time Strategy) game, or a board game like Risk. The majority of rewards will be able to be extracted using basic strategies, but for players interested in more competitive and strategic play there will be an opportunity for outsized rewards. Similar to all aspects of Wilder World, Metropolis will be versioned and iteratively improve using regular updates and version numbers.
Mining is designed to support long-term growth in the metaverse. As resources are mined and used for construction, the economy becomes more robust. Land Keepers can continuously manage their resources and trade to expand the scope and scale of Wiami.
Over time, as resources are mined and depleted, the utility of Land parcels will inevitably change, just like in the real world. Plots with remaining resources may become more rare, while those that are fully mined may transition to being more focused on construction, development, and bringing forth different types of player experiences.
The relationship between The Island, The Mainland and No Man's Land ensures that the economy functions seamlessly across all regions. Wilders must strategically manage their resources and Land development, carefully balancing the demands of immediate growth with the goals of long-term sustainability.
Within the game, you will have the ability to identify buildings by their NFT and resource profiles. An intuitive overlay will showcase the resource profile of each Land plot and structure, enabling you to access this vital information seamlessly in-game (as well as through a browser).
Land Keepers will have the ability to sell or rent their land, offering unique economic strategies and opportunities.
Selling Properties: Land Keepers will have the option to sell their plots of Land, including any buildings they have constructed. The utility of the property will be influenced by several factors, including the property’s location, the resources still available on the Land, the primary use-cases and quality of the site that has been developed. Land Keepers can also choose to dismantle a building and will recover resources, though only a percentage of the original materials will be returned.
Renting Properties: Beyond selling, Land Keepers can rent their properties to other Wilders. For instance, a Land Keeper might lease a commercial space to a Wilder aiming to open a shop or an industrial facility to someone in need of manufacturing space. This will foster a secondary economy, allowing players to generate income from their Land without having to sell it outright.
Metropolis and Wiami are among the most ambitious virtual cities ever attempted to be built. This means that there is a high degree of uncertainty as to exactly when and how specific features will be rolled out. A significant amount of technical risk has been reduced, and a number of systems are nearing completion, including five onchain protocols, as well as the majority of The Island from an in-game perspective.
Initially mining will roll out as a set of onchain contracts and metadata that links to the in-game experience. This will be accessible in a more focused browser-based game that enables onchain interactivity, along with viewing and managing resources on a virtual map of Wiami. Over time, more features will be moved and able to be experienced directly within the game engine.
Purchasing Land is a risk, timelines are uncertain, and we will focus on delivering things when they meet the quality necessary for us to succeed over the long-term. Wilder Land differs significantly, in that the city being built is dynamic based on actions taken by the Wilder Community, and building objects are a direct result of the Metropolis digital supply chain. Most mining games are trivial in comparison.