Optional World Tokens
Named local utility assets used only when a World has a real need for transferable utility.
Purpose
An eligible future World may create a fixed-supply local token such as $HURRICANE, $MOLD, $TRANSIT, or $DREAM.
World Token is a category, not a literal ticker. When a World needs transferable local utility, the final asset receives its own name and ticker. Token creation is optional and must have a defined product function.
A World does not need a token to run. Private analysis, browser demos, education tools, and many games should begin tokenless when a token would add no product value.
Primary uses
- create/deploy in-World objects;
- activate actions;
- pay scenario/module creation fees;
- access specific Seasons or tools;
- purchase World-specific analytics/services;
- qualify for tournaments;
- stake for bounded future-Season governance/curation;
- pay World-specific fees.
Token sink versus circulation
A fixed-supply token should not necessarily burn 100% of every action forever. A standardized World Action Fee Router can split each local-token action between:
- permanent burn;
- World treasury;
- Launcher claim;
- Blueprint Designer claim;
- protocol claim;
- potentially other disclosed local buckets.
Any future production template must publish exact percentages and bounded ranges before a Launcher confirms the configuration. No production World Token template is currently presented as deployed.
Anti-pay-to-win principle
Holding more local token should not automatically make the simulated object physically stronger unless the World explicitly belongs to a capital-weighted template. For skill-oriented Worlds, local tokens buy access/actions while the simulation itself follows the predeclared rules.