Objectives, Conditions, Balancing Mechanisms

01

Goals of the Economy

3

Building Intergalactic Empires
01.2 Skill-Tree Progression: Minimizing Player Fatigue
and Multi-Account Clutter
01.1

02

Game Economics

4

02.1 Resource Management
02.1.a Extractors
02.1.b Reﬁners
02.1.c Managers
02.2 Building

02.2.a Research and Development
02.2.b Production

02.3 Exploring
02.4 Fighting
02.5 Overarching Activities

02.5.a Retail Deck Manufacturers/Sellers
02.5.b Social Developers
02.5.c Sporting Activities (ex. racing)

03

Tokenomics

14

03.1 Overview

03.2 Monetary Assets
03.2.a POLIS

03.2.b ATLAS

1

03

Tokenomics (cont.)

14

03.3 Faction Security Zones

03.3.a Ships, Equipment, Components, Crew
03.3.b Land03.3.c Additional DeFi Functionalities

04

Governance29

04.1 Goals and Structure

04.1.a The Star Atlas DAO
04.1.b Factions and Their DAOs
04.1.c Regional DAOs
04.2 The Path to Decentralization

05

Conclusion

35

Prepared by Republic Crypto: Alex Ye, TJ Kawamura, Alex Bokhenek2

01

Goals of the Economy
Building Intergalactic Empires
Star Atlas is a space race that will challenge its players to team up, organize,build, and ﬁght their way into unknown territories. What will start as a group of
space ships and a collection of small mining colonies will develop into full-blown
civilizations, rapidly iterating on alien technologies and intergalactic diplomacy
to explore the ever-expanding universe.
Naturally, the goal of the Star Atlas economy is to best align production of
goods at scale with both a sense of long-term progression and short-term
enjoyment to the players – all while making their collaboration increasingly
beneﬁcial to their teammates and faction.

Skill-Tree Progression:
Minimizing Player Fatigue and Multi-Account Clutter
Most MMO games involve tapering reward curves and repetitive tasks that only
serve to fatigue its players; where even the most devoted players will ﬁndthemselves in a gruesome lottery-esque endgame—with impossibly low-rateloot drops and repetitive expeditions—draining the players’ excitement for new
growth.
Star Atlas is diﬀerent. By employing a skill tree approach, the game allows its
users to dedicate their time and resources to a certain activity. This allows themto unlock perks and bonuses from their skill tree that they can then purchasewith ATLAS—thus providing beneﬁts—both individually and collaboratively.
Additional perks and bonuses are subject to the discretion and development of
the Star Atlas team. Therefore, the initial perks listed below are non-exhaustive.

3

02

Game Economics

Star Atlas is a game with an
economic system that goes
both wide and deep,
connecting with every aspectof in-game activity. There arethree large groups ofmechanisms connected toeconomics: production, piloting,and overarching mechanics(diagram to the right).
Rewards from piloting activities
are the main inputs into thegame economy, which ﬂow into
the markets that support
piloting through the production
game. Production connects
mining, reﬁning, andtechnological development inorder to create new assets
usable for piloting.
Broader mechanics that
underpin the game are landdevelopment, character
development, and the DAO
system.

Production
MiningReﬁning

Technology crafting

Production

Blueprinting

Piloting
CombatExploration

ATLAS rewards

Equipment drops

Overarching mechanics
Land development

Governance

Character development

4

Game Economics

02

Most of the in-game items come from the production layer, with exception of rareequipment and resource drops from piloting, and an exclusive limited series of
items injected into the game through sales (such as unique ships).

VALUE TOKENSREAL ESTATE

ATLAS

POLIS

Land parcels

Medium of exchange &inﬂationary in-game currency

Revenue-bearing asset &governance token

Holds buildings that perform
all of the production
activities. Land ownership ina particular location can also
be required to participate
in governance of that area.

ITEMS

Ships

Crew
RESOURCES

Equipment

Components

Buildings
Used directly for in-game activities

Raw materials

Reﬁned materials
Used in production

A key concept in understanding the production system is land. The universe ofStar Atlas consists of regions, solar systems, and planets, and a basic land parcel
represents partial ownership of a planet’s territory.
Production buildings are built on land, with more advanced buildings having
additional requirements to the land they can work on. In addition, land ownershipis required to participate in some of the governance levels. All land in Star Atlas
is subject to Land Value Tax (covered in a later section), incentivizing owners to
use it rather than simply holding it.

5Game Economics

02

Resource Management
While there are several activities within Star Atlas to create economic value,
mining will be an important pillar to the production within the Star Atlas
economy. In order to partake in this activity, users must make an initialinvestment via the purchase of ATLAS or equipment. Basic resources (NFTs) will
be needed as an input to maintain the mining output for natural resources.
Mining yields resources, which are then used to trade or create in-game assets
to allow users to carry out their jobs and produce value within the in-gameeconomy. Blueprints are acquired by leveling up skills in the Building category,
which are then used to unlock the recipes required to make each in-game asset.
The productivity of a player in mining progresses based on skill. Mining skill
progression grants improved quantity and speed of resource harvesting as well
as discounts in crafting and maintaining farm establishments.

Land (not foreclosed)
Mining Drill Operator

Mining Drill

Mining skills

Power

MiningUnreﬁned resources

Reﬁning

Mining requires a special building (together with land and a NPC worker), player
character’s skills, and power (supplied by power generating buildings). Resources
produced from mining have to be reﬁned before they are usable.
6

Game Economics

02

Diﬀerent roles within the game create unique opportunities and levelsof economic output for the player.

Some of the most important roles include
Extractors
Extractors are responsible for mining raw materials.

Initial Cost: An extractor is a building that has to be purchased or
produced prior to installation. There are also power requirements ﬁlled bypower-producing buildings that have no running costs
Maintenance Costs: Land value tax (see Land section) and fuel to transportcargo into orbit (collected in ATLAS). Gas fee in the form of ATLAS
Yield: Raw materials, including additional fuel
Perks: Increased energy eﬃciency and increased resource yieldReﬁners
Reﬁners are responsible for taking raw material and converting them into usable resources.

Initial Cost: Reﬁnery deck costs a ﬁxed amount of ATLAS
Maintenance Costs: Land value tax (see Land section)
Yield: Reﬁned materials as crafting inputs
Perks: Increased yield/conversion rate

Managers
Managers are responsible for making sure resources are used eﬃciently in order to create
value and utility. Some manager-type roles include a Power Plant Manager and Salvage
Operator.

7

Game Economics

02

Building
Builders experiment and produce new innovative goods to sustain and improve
technology. Building is the exercise of ﬁnding the most eﬃcient and novel
ways to use farmed resources to create technological goods that can beutilized within the game.
Star Atlas will create the initial (and growing) list of crafting recipes for natural
resources, and how they become new technological goods. Builders can either
consume/utilize their built composite resources and structures, collectcompensation from their faction for exchanging them, or sell them in the gamemarketplace for ATLAS. In addition, a player can also increase their building
skills—which will lead to unlocking new recipes—and ascending tiers oftechnology crafting.
Building roles within the game include: Research and Development, andProduction.

Research and Development
R&D is akin to crafting or alchemy, where players experiment with diﬀerent combinationsof reﬁned and raw materials in order to produce new technology.

Initial Cost: Crafting rig costs ﬁxed ATLAS
Additional Requirements: To operate, the rig needs to be placed on a landparcel that is not foreclosed
Maintenance Costs: Acquisition of raw and reﬁned materials, pending theexperiment, and an ATLAS gas fee per craft
Yield: New technology that grants advantages in mining, building, combat,
and expedition
Perks: Crafting speed and improved recipe eﬃciency/potency

8

Game Economics

02

Production
These builders are responsible for the production and maintenance of technology at scale.

Initial Cost: Production Rigs (ﬁxed ATLAS), and recipes
Additional requirements: To operate, the rig needs to be placed on a landparcel that is not foreclosed
Maintenance Costs: Acquisition of raw and reﬁned materials per recipe,
and an ATLAS gas fee per craft
Yield: Deployable technology
Earned Perks: Crafting speed and reduced waste

Exploring
Explorers depend on ﬁghters and builders to de-risk their expeditions and earn
new opportunities to mine new resources. Exploration is one of the mostcomplex and aspirational activities in the game. Explorers utilize ships andcompetitive technology to increase the eﬃciency and safety of discovering
new planets and rare resources. Ships can be purchased as an initialinvestment for well-endowed users on a selective or limited basis.
Explorers are the “hunters” of this hunter-gatherer society, charged withbringing back materials for miners to potentially reproduce, or for builders tocraft new technologies. These new materials can either be utilized to gain
additional competitive advantage or sold for ATLAS.
Explorers can also improve their skills, which can lead to advantages, such as:
Reduced ship damage while traveling
Increased eﬃciency in mining rare materials

9Game Economics

02

Example roles include
Executive Roles
Executive Roles are responsible for ordering the Utility Roles to carry out actions.

Initial Cost: Ships either purchased by ATLAS or built with component
modules
Maintenance Cost: Ship repair costs and fuelYield: Rare resources from outer space and scanned data of resources in
exploratory areas
Perks: Reduced repair costs and decreased degradation rate of ships

Utility Roles
Utility Roles are responsible for carrying out the actions instructed by the Executive Roles.

Initial Cost: Component modules and crew acquisition
Maintenance Cost: Ship repair cost and fuelYield: Rare resources from outer space
Perks: Increased yield, decreased cost and increased speed

Fighting
Fighters depend on builders to gain advantages in combat. Fighting is required
to capture loot—which can come in the form of resources and technologicalgoods from other players—and expand the boundaries of control of yourfaction. A player can buy-in to enter into scheduled matches or tournaments or
attack the outer reaches of space. The rewards increase the further into outerspace one goes, but so does the risk and the cost of losing.

10

Game Economics

02

Fighters earn ATLAS and resources from the salvage of fallen opponents fromwinning matches. They can use them to either repair equipment and vehicles or
reinvest into new technology/production or farming. Fighters can improve theirskills, which lead to increased damage outputs bonuses and defenses.

Fighting roles include
Executive Roles
Executive Roles are responsible for ordering the Combat Roles to carry out actions.

Initial Cost: Weapons and ﬁghters
Maintenance Cost: Fuel and repairs
Yield: Bounty from raiding the losing ship
Perks: Accuracy and critical hit rates

Combat Roles
Combat Roles are responsible for ﬁghting and carrying out the actions instructedby the Executive Roles.

Initial Cost: Weapons and ﬁghters
Maintenance Cost: Component modules and crew NPCs
Yield: Bounty in the form of ATLAS and resources
Perks: Accuracy, critical hit rates
In the special case of Deep Space PVP ﬁghting, explorers and their ﬁghters
may risk losing all of the assets they deployed or brought on the expedition
into Deep Space. However, the reward is bountiful.

11

02

Game Economics
Overarching Activities
There are other secondary roles that make Star Atlas more fun, while adding
value to the economy. These roles include:

Retail Deck Manufacturers/Sellers
Owning a retail deck opens up both production and sale of components, modules, crew
gear, mod, and stims. An operational Retail Deck also allows overclocking of components
and crew gear. The structure acts as both a production facility and a storefront.

Initial Cost: Purchase a manufacturing and selling facility with ATLAS or
build from natural resources
Additional requirements: To operate, the deck needs to be placed on aland parcel that is not foreclosed
Maintenance Cost: Transaction fees
Yield: Proﬁts from sale
Perks: Reduced transaction fees and increased speed of building shops

Social Developers
Social Developers are responsible for building and operating social buildings.

Initial Cost: Purchase an existing social building (for example: theater/club/bar) or build from natural resources
Additional requirements: To operate, the deck needs to be placed on aland parcel that is not foreclosed
Maintenance Cost: Cost of each activity
Yield: Ticket sale, social cohesion and community building
Perks: Reduced price of activity hosting and venue building

12Game Economics

02

Sporting Activities (ex. racing)
Certain competitive (but non-violent) activities will be added at the discretion of the StarAtlas DAO, with the ﬁrst addition being ship racing. These sporting activities willencourage low-risk, high-enjoyment activities in times of leisure.

Initial Cost: Ship to race
Maintenance Cost: Fuel
Yield: Prize pool
Perks: Increased speed and fuel eﬃciency

13

Tokenomics

03

The activities and value creation within the economy would not be possible
without a robust tokenomic structure of all the assets within the game.

Overview
There are four unique asset pillars to the economy of Star Atlas. All of them are
represented both on-chain and in-game in some form.

Monetary assets (ATLAS and POLIS, implemented
as SPL tokens)
Land ownership NFTs
In-game items (ships, equipment, crew, shipcomponents, buildings, and blueprints)
In-game resources (fungible assets that are
produced by miners and consumed by production)

14

Tokenomics

03

Monetary Assets
Star Atlas has two fungible tokens that fuel all operations: POLIS and ATLAS.

POLIS

POLIS is the governance token
used at each level of governance,
representing ﬁnancial stake inthe game, voting power in the
DAOs where it is staked, andcontrol of the Treasury. It has aﬁxed supply that will not grow(unless a decision to the contrary
will be made by governance
down the line).

ATLAS

ATLAS is the payment token
used as a medium of exchange.
It is inﬂationary, aiming to matchthe growth of the in-gameeconomy and provide a solidmonetary base for in-gameeconomic interactions and onramps to enter the game.

15

Tokenomics

03

POLIS
As an asset, POLIS is a low-velocity, long-term store-of-value that incentivizes
governance of the ATLAS economy for its long-run production. The POLIS DAO
is tasked with the minting, distribution, and redistribution of ATLAS within the
ATLAS treasury, and earn portions of the returns in ATLAS to the developments
they vote to fund.
With a long-term perspective, DAO governors will ultimately be able to drive
the direction of Metaverse development. Even to the extent that the founding
Star Atlas development team could be voted out as the primary vendor forgame assets and game design. Other areas of more immediate focus include:
economic revisions, feature releases, asset release schedules, and optionality
to incorporate player-created content.
The total supply of POLIS is permanently ﬁxed and does not increase.

POLIS can be acquired in the following ways:
Primary Issuance: The Star Atlas team may directly sell POLIS tokens topotential governors
Secondary Markets: Can be bought and sold on secondary markets, but comewith a ﬁnite variety of lockup/vesting schedules
In-game Rewards: Completing certain missions in-gameMetagame Rewards:
a. Actively attracting new users that stay for some amount of time or
generate some amount of valueb. Organize existing users into guilds/factions and more, based on whatthese guilds/factions produce
c. Guilds/Alliances will be rewarded with an amount of POLIS based on
how long they have actively participated in the universe. The reward
structure will be calibrated to disincentivize churnGovernance Participation: Staking in the DAO and being active
Meta-economics Rewards: Liquidity provision on AMMs and other DeFi entities

16Tokenomics

03

Monetary Policy

ALLOCATION(%)

ALLOCATION(POLIS)TGE UNLOCK(%)

VESTING PERIOD(WEEKS)PRIVATETOKEN SALES

22.5%

81,000,000

5%

104

PUBLIC
PRE-SALE

1.5%5,400,000

5%104

PUBLICTOKEN SALES1

2%7,200,000

100%

0

LISTINGS/
2
LIQUIDITY POOLS

4%

14,400,000

100%

0

REWARDS/EMISSION

40%

144,000,000

0%

416

TEAM

30%

108,000,000

100%

104

GROUP

3

1

1.0% FTX; 0.5% Raydium/AcceleRaytor; 0.5% Apollo X

2

2% CEX; 2% DEX

Unlocked exclusively for staking in the DAO. 2 year vesting with daily
linear unlock otherwise.
3

POLIS allocation
Team
30%
Rewards/
Emission
40%

SNOITAROPROC SUOMONOTUA DEZILARTNECED

The total supply of the POLIS token is 360,000,000, which will be distributed as follows:

Private Token Sales
22.5%
Public Pre-Sale
1.5%
Public Token Sales
2%
Listings/liquidity pools
4%17Tokenomics

03

The emission pool will be injected directly into the POLIS rewards pools via asmooth curve over 8 years, dropping the entire rewards pool over this time —unless the DAO rules otherwise (with a supermajority). The vision for the DAO
interventions is that the organization will set semiannual targets based on theobserved economic metrics which will adjust the dropping schedule accordingly.

POLIS in circulation
400M

2M

300M

1,5M

200M

1M

100M

500K

0

0

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Private Token Sales

Listings/liquidity pools

Public Pre-SaleTeam

Public Token Sales

Rewards pool

Rewards unlock curve (right axis)

18Tokenomics

03

ATLAS
ATLAS is the form of currency/income in the game. The market clears at the price atwhich the buy-side perceives the value of the production of in-game assets, as
ATLAS can be earned within the game.
The currency is inﬂatable. The monetary mass should grow at roughly the same rate
as the in-game economy.
New ATLAS is created to reward in-game activities (see diagram below).
The POLIS DAO can adjust the parameters regulating monetary rewards for diﬀerent
in-game activities, both on the global level and granularly, per activity type.

19

Tokenomics

03

Monetary Policy
The total supply of the ATLAS token is 36,000,000,000, which will be distributed as follows:

ALLOCATION(%)

ALLOCATION(ATLAS)TGE UNLOCK(%)

VESTING PERIOD(WEEKS)PRIVATETOKEN SALES

22.5%

8,100,000,000

5%

104

PUBLIC
PRE-SALE

1.5%

540,000,000

5%

104

PUBLICTOKEN SALES1

2%

720,000,000

100%

0

LISTINGS/
2
LIQUIDITY POOLS

4%

1,440,000,000

100%

0

REWARDS/EMISSION

65%

23,400,000,000

0%

416

TEAM

5%

1,800,000,000

100%

104

GROUP

3

1

1.0% FTX; 0.5% Raydium/AcceleRaytor; 0.5% Apollo X

2

2% CEX; 2% DEX

ATLAS allocation

Team
5%

Unlocked exclusively for staking in the DAO. 2 year vesting with daily
linear unlock otherwise.
3

Private Token Sales
22.5%
Public Pre-Sale
1.5%

Rewards/
Emission
65%

Public Token Sales
2%
Listings/liquidity pools
4%20

Tokenomics

03

The minting and burning of ATLAS will be purely based on game user-base growth
and adoption. The Star Atlas supply and price will be kept on a level to maintainreasonable in-game asset pricing internally and optimize the entry level for newusers, while allowing for appreciation externally.

MarketPlayer buys the initial
ATLAS from the market

ATLAS is awarded(and other rewards
can be sold for ATLAS)

Expend ATLAS

MiningTechnology crafting

Production

CombatExploration

DAO Treasury

New ATLAS is issued

ATLAS is returnedto the Treasury

21

03

Tokenomics
The monetary policy of ATLAS will follow a routewith three distinct phases
Discretionary (central bank). The development team adjusts the emission
rates directly, using the developer’s DAO votes (as outlined in the DAO
section) to modify the multipliers on in-game rewards of each type
The target is to make the game accessible and optimal for growth of theuser base, while providing a reasonable revenue for the POLIS holders

Discretionary (decentralized governance). The emission rates are stillbased on modifying the reward multipliers, but the developers’ votes arephased out, and the DAO takes control
Parametric (decentralized governance). The system is replaced with analgorithmic stabilization model that considers macroeconomic metrics andexternal token markets. This was done to set targets for the monetary
mass, as well as to adjust rewards and burning accordingly. The model has
to be enabled by a supermajority DAO vote, which will be parametric after
deployment, with DAO being able to modify its KPIs
The distribution pool will be injected into the ATLAS Recirculation Fund (covered
below) via a smooth curve over 8 years, dropping the entire rewards pool overthis time—unless the DAO rules otherwise. The vision for the DAO interventions
is that the organization will set semiannual targets based on the observed
economic metrics which will adjust the drop schedule accordingly.

22Tokenomics

03

ATLAS in circulation
40B

400M

30B

300M

20B

200M

10B

100M

0

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Private Token Sales

Listings/liquidity pools

Public Pre-SaleTeam

Public Token Sales

Rewards pool

Rewards unlock curve (right axis)

Currency life cycle
The life cycle of ATLAS (as the in-game currency) is deﬁned through natural cash ﬂows—
in-game fees and in-game taxation as inﬂows, rewards for in-game activities as outﬂows—orchestrated by several parametric automatons and DAO decisions.

23

Tokenomics

03
Cash ﬂow

Parameter gadget (DAO-deﬁned)

Emission

DAO component

Burn

swoﬂni SALTAATLAS collected throughtaxation

ATLAS collected throughin-game fees

ATLAS recycle %etadnaM OAD

EjectedDAO Treasury

Recycled

Executive DAO Ruling

ATLAS Distribution
Decision

ATLAS stimulus
targetATLAS perpetualinﬂation target

New ATLAS
is issued

ATLAS Recirculation Fundswoﬂtuo SALTA

Discretionary sale:
ATLAS-> stablecoins

ATLAS monetary
mass target

ATLAS reward
distribution %Mining rewards

Mission rewards

Staking rewards

PVP rewards

ATLAS is burned

Distribution to DAO
stakeholders
24

03

Tokenomics
The core loop ﬂows between in-game fees (such as fuel costs for ships) and ingame rewards (such as mission payouts). There is a ﬁxed % of currency
recycling that ﬁlls the rewards fund (ATLAS Recirculation Fund) directly fromfees, and sends the rest into the DAO Treasury. The DAO can subsidize the
Recirculation Fund directly or by adjusting parameters of the monetary system:
perpetual inﬂation target (activated after year 8), rewards fund distribution
curve (before year 8). It is also possible to adjust the monetary mass byburning a part of the fund. Granular controls over the cash ﬂows from therecirculation fund into the specialized rewards funds allows the DAO tobalance the in-game economy by selectively incentivizing or disincentivizing
particular groups of activities.

Non-monetary assets
Ships, equipment, components, crew

Every Star Atlas item is a NFT recorded on the blockchain. This means that the origin ofeach item can be back-tracked to its creation event and, as such, every item used in-gameis “unfakeable”. NFTs can be purchased within Star Atlas using ATLAS or on secondary
marketplaces using other Solana supported currencies.

Star Atlas will utilize NFTs for the following:Reﬂecting item’s ownership
Recording item’s speciﬁcs, like weapon hit-points, armor class, skill
boosts, special bonuses, etc.
Recording items rarity, i.e., its value is based on statistical probabilityof item drop or value of components used to craft the item

25

Tokenomics

03

Star Atlas items can be either dropped (i.e. acquired via completing quests/
exploration missions/P2P or P2E duels/digging on planet’s archeological sites)or crafted (by combining necessary resources). Any Star Atlas item can also be
improved to increase its rarity.
Game activities
Game assets
Rewards

Technology crafting

MiningTechnologies

Raw resources

Blueprinting

Reﬁning

Blueprints

Reﬁned resources

Production

Ship

Equipment

CombatExploration

ATLAS rewards

Equipment drops

Component

26

Tokenomics

03

Land
Each planet is divided into parcels. Speciﬁcs of each parcel (i.e. size, borders,location, current ownership) are recorded as on-chain NFT. All buildings arenaturally built on land, with higher-end facilities requiring more developed land
to function.
All land is owned rather than rented, protecting users from eviction or
discrimination by rent application. To disincentivize ﬂipping—whereby a market
agent would buy and simply hold land, planning to gain revenue from its value
appreciation rather than its usage—the game utilizes Land Value Tax (LVT). The
DAO prices land tax in ATLAS depending on its level (the more developed landis taxed more), with the global limits adjustable by the top-level DAOs. Thismechanism provides dynamic protection from ﬂipping and balances land value
with its potential productive capabilities.
If the land owner does not pay taxes, the land will eventually be foreclosed,
disabling all buildings (but not stopping tax accrual). After an additional
period, the land can be auctioned by local governance, recapturing back taxes
and a ﬁne, and returning the remaining funds to the original owner.
As a test case, some of the regions could implement Harberger tax instead ofgovernance-driven LVT.
4

A theoretical taxation system built on two principles: (1) There is a ﬁxed tax rate set
by governance. Land owners deﬁne their own land value, which is used to calculatetaxes for them; (2) Any market agent can purchase at any time the land from its original
owner for the value that the owner set as tax base.
4

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03

Tokenomics
Land Parcels can be acquired in the following ways:
Primary market: sold in auctions similar to other assets, like existing
posters. Land can be issued by the Star ATLAS team and sold for existing
stablecoins (USDC, USDT, etc.), or with ATLAS
Secondary markets: existing land owners may sell their parcels and/or
buildings they develop on an in-game marketplace in exchange for ATLASLand Owners are incentivized by the following:Land owners may be endowed with POLIS or ATLAS, subject to similarterms from the above sections
Land owners may earn POLIS for the behaviors outlined in the POLIS
sectionLand owners may collect tax for the productive activities of their landin ATLAS, on a competitive basis
Land owners may use their parcels as collateral for loans in ATLASLand is a requirement for the Builder and Miner classes

Additional DeFi Functionalities
The list of functions of POLIS, ATLAS, and any in-game NFTs as described inthis paper are non-exhaustive and subject to further iteration and changes. We
do intend to allocate some of the emission from A/P to staking and yield
farming. In addition, their usages may extend beyond the game and into thebroader Decentralized Finance (DeFi) space, namely in the Solana ecosystem,
where POLIS and ATLAS may be listed under any number of decentralizedexchanges, and may be utilized for other activities such as collateralization,
lending, and yield farming, each of which may present their potential rewards.
These functionalities are ultimately out of control of any particular party, butrather created and utilized based on user demand.

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Governance04

The long-term vision of Star Atlas is an autonomous, player-owned game, fully
controlled and funded by decentralized governance. Therefore, from its earlystages, the economy is architected to run through a hierarchy of DAOs
(decentralized autonomous organizations), fueled by the governance token(POLIS) and cash ﬂows of ATLAS.

Goals and Structure
Player-run organizations with DAO treasuries can aﬀect their constituents inmajor game-mechanical ways. Organized groups of players compete forobjectives of varying scale, and govern on multiple layers. Each layer has its
own orthogonal role in order to minimize potential redundancies in governance.

• Monetary policy• Treasury management• Gamewide decisions

Star Atlas DAO

MUD Faction DAO

R0
DAO

R1
DAO

R2
DAO

• Factionwide tax policies• Faction warfare coordination• Access to endgame content• Development targets

ONI Faction DAO

R3
DAO

R4
DAO

R5
DAO

R6
DAO

Ustur Faction DAO

R7
DAO

R8
DAO

R9
DAO

• Local taxation incentives• Local monetary incentives• Planetary restrictions

The general ideology between the levels is that—top-to-bottom—therequirements of in-game participation increase, while the staking decreases.
However, each level requires a stake in POLIS tokens.

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Governance

04

The Star Atlas DAO
Top-level governance (universal for all players) regulates the overall well-beingof Star Atlas. This is a constant in the in-game economy, and—in the long term—the game as a whole.
The game DAO does not have restrictions on in-game activities, but
disincentivizes passive presence by reducing (to a point) potential voting
weight and distributions from the entirety of the Metaverse economy. To that
end, the DAO will be able to vote on developments to lend, grant, and invest in
new developments. Members of the DAO will also earn portions of the tax
revenue.

The organization deﬁnes:
Monetary policy
The DAO fund (Star Atlas treasury):
a. Game developmentb. Budget for NPC purchases, incentivizing production
c. Dividends
Overarching rules regulating lower-level DAOs
Other major decisions:a. Protocol upgradesb. Emergency actions
c. Enabling and disabling updates and game components
The Star Atlas DAO also controls the protocol Treasury that accumulates taxes
in ATLAS, which can be used to sponsor development, pay dividends, or reduce
the total supply by burning a portion of ATLAS to support the value.

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Governance04

Factions and Their DAOs
There are three factions in Star Atlas—corresponding to three core territories
on the map and respective player bases—that choose to create a character forthe given faction.
Middle-level governance, the Faction level, organizes players at the scale oflarge competing groups.

Participating in the Faction-level DAO
It is empowered to enact in-game modiﬁers for its members and territories,
with the goal of providing access to endgame content and items, andcoordinating eﬀorts on their acquisition.

Faction governance sets factionwide targets,like the following:
OccupyHold
Build
PatrolThese targets require staking POLIS and a passed vote, and the slots arelimited. Each target generates factionwide bonuses in the target region.
Faction governance unlocks mega-projects as well. After a project iscompleted, they enable new types of drops and/or missions for the faction.

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Governance04

Examples include:
Passing a vote
Staking POLIS from the treasury
Waiting until the player base collectively meets the requirements
Creating the in-game mega-project and the global bonus
Destruction of mega-projects of another faction can be set as a factionwide
target. Contested regions have tiered degrees of assimilation. Upgrading a tierrequires anchoring territorial control structures and holding/upgrading them,at a rate of two weeks per tier. The tiers will work as follows:
Territorial control structures reserve POLIS in faction treasury
Types of assimilation tiers:a. Battlegrounds—multiple factions can have this for the same region, theone consistently dominating can get an upgradeb. Early colonization—capturing planets and low-tier structures areenabledc. Established region—production structures are enabled, including
production structures unique to contested regions
d. Core territory—supercapital production structures are enabled
Perks of assimilating a contested region, rarity depends on assimilation tier:a. Mining of unique resourcesb. Final steps of supercapital production chainsi. Gateways to top ship missions
Faction governance can impose upper tax limits on the regional DAOs. POLIS
staked in regional DAOs participates in these votes

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04

GovernanceRegional DAOs
The map of Star Atlas is subdivided into regions, which in turn contain starsystems and planets. Regional (low-level) DAOs control specialization of starsystems and access restrictions by adjusting taxation on certain activities.
Voters in regional DAOs are required to own property in the region in order tobe eligible for voting.

Regional DAOs can:Adjust local taxation:
a. Region-wide global (e.g. a ﬂat 5% tax on all activities)b. Specialized by activity (e.g. 5% for mining, collected in ore, 10% on ship
missions, collected in ATLAS)
c. Regional treasuries cannot pay dividends, but can provide monetary
bonuses for certain mission types
Govern and update the local policies:
a. Protecting planet from external threats (military policy)b. Maintaining internal security (homeland security policy)c. Diplomacy and external relations policy (making alliances, applying custom
duties on selected imported goods to protect the internal market, etc.)
Distribute the budget between the funds allocated to the local policies

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04

Governance
The Path to Decentralization
The ultimate vision of Star Atlas is to be fully decentralized and sustainable.
However, in the early stages, it is critically important to get the game “right” and see
it through to the fully-envisioned version.
To this eﬀect, the Star Atlas DAO is designed to allow the investors and players totake over the reins eventually, yet still allow a reasonable degree of control for thedevelopers in the beginning.

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05

ConclusionW

hy hasn’t a fully self-sovereign MMO
ever been done before? The answer issimple: it’s not easy, and it takes a lot
to build one.

It’s a task that involves many moving parts—working
harmoniously as one—to create a one-of-a-kindexperience for the user.
For example, you need an infrastructure that scales
well – and decentralized from the ground-up. You
need a solid backbone of lore and gameplay; a playerbase; an engaged creator community—continuously
building and polishing the code base—to expand thelore, and advance game mechanics. And, if that’s notenough, all of this should be controlled by anautonomous governance organization, able tounilaterally change any aspect of the game.
To fuel all that, the game also needs a selfsustainable economy. One that covers infrastructural
costs and funds development eﬀorts. It should also
allow eﬃcient feedback loops to track and drive funand engagement, allowing the game to continuously
evolve over time, while adding new attributes andperfecting existing ones.
While the list is expansive, it is also necessary torealize a dream that many of us share: to chart thestars, to create vast empires of outer space, todiscover the secrets of the universe, and expand
consciousness to the farthest corners of the world.
We are building Star Atlas to achieve this dream. To
create a world where possibilities are endless, andstagnation has no home. A place where—throughcompetition and collaboration—we achieve greatthings. Reaching the stars, and beyond.

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