šŸ’°Cost

Tier up Cost=[Laynāˆ—xe]+[Orbnāˆ—ye2] Tier~up~Cost=[Lay_{n}* x_e] +[Orb_{n}*y_e^2]
Layn=Lay Mining per Day[Lev.α] Lay_{n}=Lay~Mining~per~Day[Lev.\alpha]
Orbn=Lay Mining per Day[Lev.α]āˆ—Layp Orbp Orb_{n}=Lay~Mining~per~Day[Lev.\alpha]*{\sqrt {Lay_{p}}\over \ \sqrt {Orb_{p}}}
Layp=Lay PriceOrbp=Orb PriceLay_{p}=Lay~Price \\Orb_{p}=Orb~Price

All costs for buildings are determined by the formula above. The cost is based on the amount of $Lay 007 mined. Because it is based on the amount of Lay mined, the Lay value is a fixed cost based on the tier and level of the building, but $Orb is a variable cost. The reason for the variable cost of $Orb is that when the price of $Orb is high, it is unlikely that further construction or upgrades will be triggered.

Evolution Cost

xe=15x_e=15
ye=15y_e=15

Coefficient of x and y for each tier & level

Lev
common
rare
epic
unique
legendary

1 Lev

1.00

1.12

1.24

1.36

1.48

2 Lev

1.04

1.16

1.28

1.40

1.52

3 Lev

1.08

1.20

1.32

1.44

1.56

The table above shows the coefficients by Tier & Level for the values of x, y. In other words, the values of x, y increase as the level and tier increase.

$Lay Cost

common
rare
epic
unique
legendary

Evolution

0.9720

3.2400

13.3650

76.5461

$Orb Cost = Dynamic Cost

The value of x_e and y_e may be adjusted by governance.

Note: Please note that all figures are subject to change by governance.

Note: The prices of $ORB and $LAY are based on a 24-hour moving average.

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