Rethinking Grid Land, and Gotchi Pioneers

I’ve been thinking about whether Grid land should operate under the same rules as Citaadel land. What if, for example, rather than discrete individually owned parcels, each named section of the Grid would instead have all of its parcels combined into one large subsection with its own combined mass of harvestable alchemica. Each subsection would be free-build for any Aavegotchi, but there would be some limitations.

Altaars and Lodges would not be buildable outside of the Citaadel. Instead, Gotchis will need to build Portal Batteries to support their structures. Citaadel parcels are powered by the Great Portal. In the Grid, there is no such luxury. Portal Batteries provide power within a certain radius (analogous to the Starcraft pylon). Leveling up the battery will increase the size of its radius and the number of structures supported, as well as the maximum tier level of those structures.

In a given subsection of the Grid, each individual Aavegotchi would only be able to maintain one or two batteries, limiting the number of productive structures they can build. It could be that no limit is placed on defensive structures. Some defensive structures may need to be destructible for this to work.

Having a free-build area would also allow Lickquidators to build destructible structures as part of their attacks.

One major problem with this idea would be the irremovable clutter of non-destructible structures taking up space permanently. It could be that Aavegotchis would be able to build vertically on top of each other, although this could create some imbalance as guilds build superstacks that they defend with walls and turrets that are completely impenetrable.

This led me to consider the idea of prebuilt Giga-Harvesters that exist on the map, each with its own individual draw of alchemica, into which players can “invest” to get a piece of those emissions. GHs also constantly produce spillover. This would create hardpoints on the map for players to collectively guard with their defensive structures. Each GH has an individual draw that gets diluted and split between everyone building on it, so players are encouraged to spread out and go to pillars that aren’t as actively developed or defended if they want higher yield. But there would be a freeloading problem of players investing into a GH without actively contributing to its defense.

These ideas could be combined with the original idea of the individual parcels, which would be much fewer in number. Or we could just have individual parcels, but they would have the same restrictions on Altaars and Lodges and require Batteries instead.

I was thinking about Grid land in tandem with ways to give new players a path to Gotchi ownership involving gameplay, and had the idea for “Gotchi Pioneers” that would stake their claim in the wilderness, made possible if we went the free-build route.

Gotchi pioneers are soulbound to an address.
They can level up.
They can only build in the Grid.
They can collect alchemica from their reservoirs (or from Giga-Harvesters) and off the ground.
They can equip wearables.
They can be petted to increase Kinship.*
They can be fed.
They can do quests.
They can fight Lickquidators.

They have no collateral and no collateral mark; their spirit force is kindled by alchemica.
They have no BRS and all begin with the same starting stats (perhaps 50 in all stats, with a further % debuff that just makes them weaker).

*They cannot channel.
They cannot build in the Citaadel.
They cannot be rented.
They cannot participate in rarity farming.
They cannot fight in the arena.
They cannot be sold or transferred.
They will always be inherently weaker, stat-wise, than full (Haunt) gotchis.
They need to be fed alchemica from time to time or they will go dormant.

Rather than new Haunts, periodically there would be special ascension events, whereby pioneer gotchis could become full gotchis based on certain gameplay achievements. Parameters could be based on XP, or “quest fame” / mission progress, or special quests that require things like rare soulbound items, traveling to remote and dangerous locations, or defeating powerful monsters that are impossible to solo (pioneers would need friends, a guild, or mercenaries to help them). However this process is designed, it would need to be realistically achievable only if a player is focusing on one or two Aavegotchis at a time; farming pioneers should be discouraged. Botters will be banished (blacklisted) and forfeit their progress.

When the ascension is successfully completed, the pioneer gotchi will be burnt, and all of its XP, Kinship, and quest progress will be transferred to a new portal minted to the player’s wallet.

A sponsor system could be created in which players will be able to see a list of pioneers and their stats, and can donate things to them to “sponsor” them. If they assist pioneers in their ascension quests, this could also count as “sponsoring.” Citaadel gotchis that sponsor pioneers would receive an XP bonus whenever one of their sponsored pioneers manages to ascend.


I really like your idea about the Grid. This would make guilds fun.

Instead of stacking installations, I would propose to simply make everything in the grid destructible (as well as repairable as long as its not fully destroyed) by Gotchis and Lickquidator. Upgrading would give installations a lot more HP though. Upon building, batteries should have the option to give power to either every installations build by a specific user, or to every installation build with a Gotchi that was wearing the Guild’s crest. For users, we could have an NFT that identifies an owner (like a deed), so that this “grid estate” could be sold and the batteries would work for the new owner.

With Gotchi lending prices going below 0.1 GHST, I wasn’t sure if there is even a purpose to Lickquidator. Why would anyone play a Lickquidator, if it’s weaker than a Gotchi? However, Lickquidator are now a big part in the lore. So we do need to do something with them.

However, what if we turn the game on it’s head for Liquidators? What if Liquidators instead of beeing weak, would be very powerful? This would also fit better with the lore as they are powerful creators.

And instead of them being payed by picking up alchemica (which is boring), how about Liquidators get payed per killed Gotchi, per destroyed installation, and per build installations? Those funds could come from haarvesters. Instead of splitting the haarvested alch into two (harvested and spilled) we could split it in three (haarvested, spilled, vanished), where “vanished” would go to a fund for the Lickquidators. We could even include it nicely into the lore and the aadept story. “How come that haarvesting seems to not yield as much as expected? What force could be behind it?”

There could be a whitelist, so that instead of Lickis being available to everyone, they would be kind of exclusive and people would need to earn the right to play a Lickquidator. Make it something desirable. Like a big Lickquidator Taask Force, that will plan their own strategies and attacks like any other guild would.

We could even have the DAO fund some important players directly. Like a Lickquidator High Council that lays out the broader plans in accordance with the lore and those big events / wars planned by PC.

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Yes. Keep going. More gamification,. more competition, more team play, and more reasons that citadel parcels should hold value after being mined out.

The power station mechanic is a core gameplay trope in all RTS.

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Full destructibility could be really interesting (or rage-inducing), and would be in line with other adversarial building games, so I definitely think it’s something that should be considered.

It could be that Grid-installations are cheaper than their Citaadel counterparts, or maybe there could be an implementation where a Grid-installation is “deployed” onto a certain Grid coordinate but the actual installation NFT would be soulbound and remain locked in the user’s wallet, and if the game-twin gets blown up by Liquidators the Gotchiverse could submit a tx to the contract that would allow the NFT to be redeployed after a certain time interval has passed. I don’t know how secure that would be, but I think theoretically it could be possible.

Some kind of mechanism to preserve the player’s progress while still allowing installations to be destroyed could solve the problem of permaclutter on free-build regions.

I think Licks are intended to be a mostly free-to-play feature, but I too am an advocate for “strong Lickquidator” gameplay and I had a few ideas that would allow for both F2P and pay-to-win. That’s a good point about Great Battles, they are intended to happen at planned intervals so I wonder how Lickquidator players will be enticed to take up arms (tongues?) en masse to strike Gotchi civilization. We’ll see what Pixelcraft has planned.

I’m also curious about how Lickquidators will be rewarded - I agree that destruction and mayhem should translate into some kind of reward. The idea of using invested haarvester costs to fund Lick rewards could work. Instead of only waiting a time interval, players with “destroyed” NFTs in their wallet would have to pay an Alchemica fee to redeploy them. Cheaper than building from scratch, but still a cost that would offset Lickquidator rewards.

Indeed, I also think the difference in building styles could help further distinguish the difference in “feel” between the safe Citaadel and the more wild and dangerous Grid.

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What if its like prospecting… you go out there, and you pay for a VRF roll. This lets you stake a claim. You then have to WALK the claim back to DAO Square to converse with the NPC behind the desk, who will register your parcel. You can choose from several sizes, and the VRF roll scales accordingly.

If someone else did a claim nearby and gets there first, tough luck.

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