WOOLPAPER
Updated: 02/13/2024
Table of Contents
- Part 1: Introduction
- Part 2: Game Mechanics
- Appendix: Game Values
Part 1: Introduction
In a quaint region of the metaverse, Sheep and Wolves on the blockchain compete for a tempting prize of WOOL, with deadly high stakes.
Following a long journey through the original Wolf Game, Risky Game, Cave Game, and Alpha Game, the flock arrives at the Genesis Lands.
The Sheep aim to live a simple life on the Farm, collecting resources and breeding their next generation. But the Wolves have plans to loot their spoils, steal their young, and sabotage the Farm.
Players must strategize to build their domain, expand their packs, and win as much WOOL as they can.
The tl;dr
- The initial version of the full Wolf Game is here. The game and economy are living, breathing ecosystems.
- The game is simple to play yet brimming with choices. Be strategic.
- The 20,000 Genesis Lands are open for play. Each Land is part of one of the 101 Communities.
- Stealing is back, with entirely novel mechanics. Wolves can now actively attempt to steal Gen 2 Sheep who are being bred in barns. Sheep can aim to thwart their efforts.
- Five new in-game, off-chain resources are introduced: CHOPS, GRASS, STONE, WATER, and WOOD. WOOL remains the sole utility and governance token of Wolf Game, and the only on-chain resource.
- The game uses a hybrid Web 3-Web 2 architecture. Your NFTs live on the blockchain. Gameplay takes place off-chain.
Why the game is innovative
Prior to Wolf Game, few blockchain games had been built with crypto natives in mind. The release of the original Wolf Game in November 2021 introduced crypto natives to a new paradigm in gaming centered around risk, game theory, and community.
The full Wolf Game is built for crypto native gamers and non-gamers alike, with paths toward expansion to a larger audience. Its design unites learnings from the start of development of the original game up until now.
Low Time Requirement, High Thought Requirement
Wolf Game is simple to play and requires little of your time, but requires much thought to compete effectively. Players of Risky Game and Alpha Game experienced this phenomenon with very few choices available. Now, multiply your range of choices by 10 for the full game.
Which Community should I collect WATER in? When is the right time to remove my sheep from the barn? Should I build a den or a bathhouse? Shall I share, or be greedy? The list goes on.
Every action you take will ultimately impact your WOOL winnings. Nothing is superfluous. Nothing is for decoration. And there is no free lunch.
The game also incorporates a new type of gameplay with asynchronous PvP game theory. By not requiring users to be online at the same time for head to head competition, users are more able to compete based on their availability; they also must be more strategic, and plan for a variety of scenarios.
Ubiquitous, Novel Macro & Micro Game Theory
The outcome and impact of every choice you make in Wolf Game is dependent on the strategy and choices of other players, and social dynamics. The game includes both macro-level game theory and micro games centered on human psychology and economics.
A primary example of this is Sheep breeding, a multiplayer PvP feature of the game. While many breeding mechanics in NFTs and elsewhere are predictable, Sheep breeding is gamified, and your newly bred Sheep (itself, a mintable NFT) can be stolen by other players. At a macro level, Sheep must be selective about when and where to breed based on barn availability (determined by Landowners and Sheep), breeding fees (determined by Landowners), Wolf population and status (determined by Wolf owners), opportunity costs, and market dynamics. Wolves must be selective about when to attempt to steal a Gen 2, and which barn to target based on many of the same factors, and others. Macro game theory transitions to the micro when a Wolf attempts to steal a Sheep and finds itself in a head to head game.
Another example: when a Wolf attempts to loot a Sheep, an asynchronous head-to-head game is played between the two players. The game will go live with two of these head-to-head micro games. Players must utilize information about the game state and historical information to inform their decision-making.
At every step of the game, all players’ choices are interlinked.
Player-Guided, Evolving Economy with Active Landowners
As in real-world economies, supply and demand will determine many of the values in the game economy. Community tax rates will be voted on by Landowners. Fees to breed and recharge in structures will also be set by them.
In many games of the past, Landowners could simply collect fees passively. In Wolf Game, Landowners who do not keep up with the times will falter, impacting not only themselves but their wider Communities. Furthermore, taxes of Landowners who do not engage with the game will be burned.
Off-chain resources and In-Game Automated Market Maker (AMM)
Designing high-performing single-token game economies is difficult, and multi-token economies are prone to user confusion, low liquidity, and high transaction costs.
Wolf Game aims to unite the best of both worlds. It includes a single-token economy centered around WOOL, with five off-chain resources: CHOPS, GRASS, STONE, WATER, WOOD. These off-chain resources are exchangeable for one another in the in-game AMM, providing high liquidity, no transaction costs, and the same price discovery algorithm that we are all familiar with.
Diverse Game & Metagame Experiences
Gameplay in Wolf Game is not only about the video game. It is also about the wider crypto metagame played around the various tokens one can hold, the communities we are part of, the dissemination of information, and the relationships and alliances we form.
Wolf Game is designed to provide innovative game mechanics and a best-in-class metagame experience for its participants, with a vast range of choices for players in both dimensions.
Land, Wolves, Sheep, and Farmers each provide unique gameplay experiences and decision points.
Technology & Transparency
With every architecture decision, we must consider carefully what lives in the Web3 world and what lives in the Web2 world. Factors that influence these decisions include the state of blockchain technology and the associated user experience, innovation and build speed, and desired gameplay mechanics.
The original Wolf Game was an entirely on-chain game. Then, the initial design of the full game called for use of an L2. Subsequently, the revamped design of the full game called for a Web 3-Web 2 hybrid architecture with zero knowledge proofs for stealing and looting gameplay. However, we ultimately proceeded with the paradigm of ownership on-chain, and gameplay off-chain. We are taking an innovation-first approach to product development and will always be evaluating the on-chain versus off-chain tradeoffs as the game and space advance.
Currently, gameplay is off-chain for the following reasons:
- Innovation Speed:
Expanding the horizons of Web3 gaming and being a leading community in the space require building rapidly. The hybrid Web 3-Web 2 architecture has enabled faster development and game design improvement. Especially in the early stages of the game, adjustments will be required to create the best experience possible for users; being able to iterate rapidly without the development overhead of numerous smart contracts will be important. - Inherent Trust:
Trustlessness and transparency are two of the core characteristics that make blockchains special. But let us not forget that people join communities specifically because they trust teams like ours: teams who have shown a consistent ability to execute and a desire to innovate. We make decisions every day with the entirety of the Wolf Game community in mind: What game mechanics will come next? What is the next token? What are the costs of game actions? How will the brand be positioned? These decisions are more impactful than whether the game mechanics themselves live on the blockchain, and we are grateful for the trust of the community. - User Experience:
The feature set of 100% on-chain gaming has its limits. Blockchain transparency creates challenges around some of the most exciting forms of game theory, including gameplay based on hidden information and information asymmetry. These challenges are solvable on the blockchain, with time.
Evolving Economy
The Wolf Game economy is a living, breathing ecosystem designed to function like real-world economies. While the actions of players will have the foremost influence on the economy, The Shepherd will also guide the economy and address imbalances. With tuning controls in place, the game can be steered in the right direction.
Part 2: Game Mechanics
Communities
The game is played on 101 Communities made up of the 20,000 Genesis Lands.
Community #0 is The Peak, where Wolves breed and recharge.
Communities #1 through #100 are The Farm, where a majority of gameplay takes place. Each Farm Community has a unique set of characteristics:
- Resource Composition: Communities have four types of terrain, each of which produce a different resource. Pasturelands produce GRASS; Quarries produce STONE; Forests produce WOOD; and Lakes produce WATER. The daily production rate for each Resource is firstly dependent on the composition of the underlying Lands. For example, a Community with more Lake surface area than other Communities will produce more WATER (but less of other Resources).
- Resource Levels: Players can increase the daily production rate of a Resource within a Community by permanently contributing their personal Resources to Community Silos. Conversely, Wolves can diminish the daily production rate of a Resource by Sabotaging; higher Alpha Wolves are more destructive. At the start of the game, all Resources are Level 1 and can be increased up to Level 4.
- Defense Level: Players can fortify their Communities by contributing their personal Resources to the Community Defense Silo. On the contrary, Wolves can damage Defense by Sabotaging the Community; higher Alpha Wolves are more destructive. As Defense Level increases in a Community,Wolves must spend more Energy to Steal, Loot, and Sabotage.
- Weather: There are three types of Weather: Sunny, Cloudy, and Rainy. Weather is independent across Communities. Each day at midnight Eastern Standard Time, the Weather in a Community will be updated according to its 60-day weather forecast. Weather affects Collecting Resources in two ways:
- The Weather on the day that a Sheep begins Collecting a Resource determines which of two Looting Games will be played, should a Wolf Loot the Sheep.
- The Weather on the day that a Sheep chooses to end Collecting or is Looted by a Wolf determines a multiplier on the amount of Resources collected.
- Tax Rate: Landowners will continuously vote on a Tax Rate on all Resources collected within their Community. Taxes apply to Resources collected by Sheep in all scenarios, whether Looted or not; however, taxes do not apply to Resources Looted by Wolves. The Tax Rate is equal to the average vote of all of the Landowners in the Community.
- The distribution of earned taxes to Landowners is proportional to the Resource Composition of their specific Lands; note that the specific Land on which Collection took place does not affect tax distribution. (As a simple example, pretend there is a Community with a tax rate of 10% made up of just two Lands, X and Y. Land X has equal parts Pasturelands, Quarries, Forests, and Lakes. Land Y is entirely a Forest. Sheep Z chops 100 WOOD on Land X. The owner of Land X will receive 2 WOOD; the owner of Land Y will receive 8 WOOD).
- Landowners must claim their taxes at least once every 7 days; any unclaimed taxes will be burned, though there will be a grace period at the time of launch.
- At the time of claim, Landowners may also use a Farmer to boost the amount they collect on a single Land; following this, the Farmer will need to Cool Down.
- To all Sellers of Land: any unclaimed Taxes or WOOL Fees will be transferred to a Buyer of your Land. Be sure to claim prior to selling.
Structures: Barns, Bathhouses and Dens
To build or upgrade a Structure, a Landowner must spend the required amount of WOOL and other Resources. At launch, the game has three levels for each Structure. Higher level Structures offer benefits to their users.
The game has three types of Structures:
- Barns: where a single pair of Sheep breed. These can be built only on The Farm. Higher level Barns reduce breeding time and increase the cost for Wolves to thieve.
- Bathhouses: where a single Sheep or Wolf recharges their Energy. Sheep may only utilize Bathhouses on The Farm. Wolves may only utilize Bathhouses on The Peak. Higher level Bathhouses reduce the time for Sheep and Wolves to recharge fully, or offer them Jugs with greater amounts of immediate Energy. With this in mind, Bathhouse owners must choose between one of two configurations, attainable by draining or refilling a Bathhouse at any time for a WOOL fee:
- Filled Bathhouses: Sell exclusive access to Sheep or Wolves, who gradually recharge to full strength with the Bathhouse. Retain all WOOL fees collected.
- Drained Bathhouses (Jugs): Bottle and sell Jugs to Sheep or Wolves who seek immediate Energy boosts. Retain only a portion of WOOL fees collected, as Jugs are taxed by the remainder of the Community. The WOOLtax is evenly distributed amongst all Community landowners. Jugs are automatically bottled for sale one day after the previously bottled Jug has been purchased; only one Jug is available at a time.
- Dens: where a single pair of Wolves breed. These can be built only on The Peak. Higher level Dens reduce breeding time.
The game enforces and collects a minimum raw
WOOL Fee for the use of each type of Structure, and
Landowners must also determine and set their own
WOOL Fees for use of their Structures. Any eligible player may use any open Structure.
Energy & Movement
Every Sheep and Wolf must use Energy to take actions in the game.
To move across Community lines costs Energy and WOOL. Movement within a Community is free.
A Sheep or Wolf’s Maximum Energy represents their fully charged Energy level. Earlier Generations have higher Maximum Energy.
A Sheep or Wolf’s Current Energy represents their current Energy level. At the start of the game, and following a long journey to the Genesis Lands, each Gen 0 and Gen 1 Sheep and Wolf have only 50% of their Maximum Energy.
If a Sheep or Wolf runs out of Energy and would like to recharge, they must find an open Bathhouse and pay the WOOL fee set by the owner. Unlike Cave Game, there is currently no automatic regeneration of Energy.
Breeding
Sheep & Stealing
SheepGen 0 and Gen 1 Sheep can breed the next generation: Gen 2. Wolves, meanwhile, can attempt to Steal the new generation of Sheep. Gen 2 cannot breed at this time.
To begin Breeding, two Gen 0 or Gen 1 Sheep must find an open Barn on The Farm and spend Energy, GRASS, and WOOL to enter. For clarity, a Gen 0 and Gen 1 Sheep can Breed with each other.
Sheep Breeding has two phases:
- Courting: The first 50% of Breeding is the Courting phase, during which the two Sheep get acquainted with one another. If they leave the Barn during this phase, they will not breed a Gen 2 Sheep. However, they will receive something: the Butcher has a standing offer of CHOPS to all Courting Sheep, with the amount proportional to how long they have been Courting. The Butcher also provides CHOPS to Wolves who steal during Courting. While he knows that his offers may increase the CHOPS supply short-term, the shrewd Butcher makes these offers in an effort to keep CHOPS supply lower long-term.
- Nurturing: Exactly 50% of the way through Breeding, a Gen 2 Sheep is born. The remainder of the Breeding process is then the Nurturing phase, during which the two Sheep nurture their young to increase its Maximum Energy.
Farmers can be utilized in either phase of Breeding, and the owner of the
Sheep may apply as many available
Farmers as they choose during a single Breeding process.
Farmers offer Breeding
Sheeptwo capabilities:
- Advancement: Instantly advance the Courting or Nurturing phase. During Courting, a Farmercan advance the Breeding process closer to the moment of birth. During Nurturing, a Farmer can immediately add to the Maximum Energy of a Gen 2 Sheep.
- Protection: Secretly protect your Sheep and their offspring from Wolves for a period of time. If any Wolfbreaks into a Barn currently protected by a Farmer, the Farmer will successfully fend them off. As long as the Farmer is in the Barn, it will fend off Wolves, even if more than one attempts to Steal.
Following use,
Farmers will need to Cool Down.
While a pair of
Sheep Breed in a closed Barn, a
Wolf may decide to break in, in an attempt to either receive CHOPS from the Butcher (during Courting), or Steal their young (during Nurturing).
Wolveswill spend Energy to do so, and will need to Cool Down following a Steal attempt. Steal attempts have a variety of outcomes, some of which are dependent on the Alpha Score of the attacker:
Phase | Barn State | Result |
---|
Courting | Unprotected | Receive CHOPS from the butcher. |
Protected by a Farmer | Failure to steal. Receive nothing. |
Nurturing | Unprotected | Enter the Barn and wait a certain period of time, during which higher Alpha Wolves can kick you from the Barn. |
Lower Alpha Wolf is inside | Kick the Wolf from the Barn. Enter the Barn and wait a certain period of time, during which higher Alpha Wolves can kick you from the Barn. |
Equal or higher Alpha Wolf is inside | Failure to steal. Receive nothing. |
Protected by a Farmer | Failure to steal. Receive nothing. |
Breeding Wolves
To begin Breeding, two Gen 0 or Gen 1 Wolves must find an open Den on The Peak and spend Energy, CHOPS, and WOOL to enter. For clarity, a Gen 0 and Gen 1 Wolf can Breed with each other.
Like Sheep Breeding, Wolf Breeding has two phases:
- Courting: The first 50% of Breeding is the Courting phase, during which the two Wolves get acquainted with one another. If they leave the Den during this phase, they will receive nothing.
- Nurturing: Exactly 50% of the way through Breeding, a Gen 2 Wolf is born. The remainder of the Breeding process is then the Nurturing phase, during which the two Wolves nurture their young to increase its Maximum Energy.
Gen 2 Traits
The Alpha Score of Gen 2 Wolves shall be the average Alpha Score of their parents, rounded down. Despite this, there will be no Alpha (A8) Gen 2 Wolves.
Fur colors of Gen 2 Sheep and Wolves are entirely new and are randomly determined. Some furs are rarer than others.
All other traits of Gen 2 Sheep and Wolves are determined as follows.
Each trait is determined independently of the others. For each trait:
- There is a 33.3% chance that the trait will match the first parent.
- There is a 33.3% chance that the trait will match the second parent.
- There is a 33.3% chance that the trait will be random, with a probability distribution equivalent to that of the Gen 0 / Gen 1 smart contract.
Despite this, all Gen 2
Sheep and
Wolves are guaranteed to be unique. Traits will be re-rolled if a duplicate would have been minted.
Collecting & Looting Resources
On The Farm, Sheep can collect GRASS, STONE, WATER, and WOOD from any Land they choose. Wolves can loot their Collected Resources.
To begin Collecting, Sheep must spend a one-time Energy cost. While Sheep Collect, they will continuously spend their Energy.
The rate at which a Sheep will collect a Resource is primarily determined by the following factors:
- Resource Base Rate: The rate of Resource production in the Community where the Sheep Collects.
- Other Sheep: The more Sheep that Collect the same Resource in the same Community, the less of the Resource will be available to each individually.
- Time: The longer a Sheep Collects, the faster it will Collect.
In addition to the rate of Collection, the amount of Resource that a
Sheep will claim at the end of Collecting is determined by the following factors:
- Community Tax Rate: A certain amount of Collected Resources will be due to the Landowners in the Community.
- Weather: The Weather on the day that a Sheep chooses to end Collecting or is Looted by a Wolf results in a multiplier on the amount of Resources collected.
- Looting: If the Sheep is Looted by a Wolf, they will receive only a fraction of the Resources they Collected, dependent on the outcome of a micro game played with the Wolf.
Collecting
Sheep may also choose to make use of
Farmers, who
provide three distinct capabilities within Collecting:
- Boosting: Multiply the Collection rate for a period of time.
- Bumping: Instantly collect an additional amount of the Resource.
- Protecting: Publicly protect your Sheep from Wolves for a period of time.
While unlimited Farmers may be used during a single Collecting cycle, only one Farmer may be active at a time.
If a Collecting
Sheep is not protected by a
Farmer, a
Wolf can Loot its Resources by
spending Energy and burning WOOL, and afterward Cooling Down. When a
Wolf Loots a
Sheep, one of two Looting Games is played, as
determined by the Weather. Both games are played asynchronously, and the
Sheep must plan its choices at the beginning of the Collecting process. Higher Alpha Wolves have a greater advantage over Sheep in Looting Games.
Looting Games
- Sheep’s Dilemma Game: The Sheep and Wolf are each given a simple choice: choose to Share the Resources, or choose to be Greedy. Each Player’s winnings depend on their choice and the other Player’s choice. Three rounds of the game are played. Note that any Wolves who do not complete a round of Sheep's Dilemma Game on time default to the choice of Share; any Wolves who do not complete a round of Wolf's Gambit Game on time default to the choice of 5.
- Wolf’s Gambit Game: The Sheep and Wolf each state a number between 1 and 9. Neither player knows the other Player’s stated number. Their two numbers are then added together.
- If the sum is greater than 10 (a Bust): The Sheep receives 0% of the prize in the round. The Wolf receives a minority. The remainder is burned.
- If the sum is less than or equal to 10 (a Success): Each Player receives a percentage of what’s at stake in the round, equivalent to their contribution to the sum. For example, if a Sheep selects 2 and a Wolf selects 7, the Sheep gets 20%, the Wolf 🐺 gets 70%, and 10% is burned.
Three rounds of the game are played.
A history of each
Sheep and
Wolfs results in previously played Looting Games is available to all.
Delegation
Through Delegation, Players can enable others to use their Sheep and Wolves without transferring ownership.
To delegate a Sheep or Wolf, simply add a new wallet address as a Delegate and select which Sheep or Wolves the wallet can play with. Owners can have multiple Delegates for the same Sheep or Wolf; either the owner or any of their Delegates can play with it at any time.
Delegates can take any action in the game, and the owner of the Sheep or Wolf will receive the benefit of those actions: Resources collected, Resources looted, or a stolen Sheep. Breeding is a special case, however: if a Player enters a Barn using one owned Sheep and one Sheep delegated to them, the wallet that owns the Sheep which is used to initiate the process will receive any CHOPS or offspring. The same applies to Dens.
Resource Exchange
Players can swap the five in-game Resources for one another by visiting the Shopkeeper at the Resource Exchange. The Resource Exchange is an automated market maker.
Once the game is underway and the economy developing, we will actively evaluate the integration of WOOL into the Resource Exchange.
The
Farmers Market
A free market to list and rent Farmers for a single use, in exchange for WOOL.
Farmers are delisted from the Farmers Market in the following situations:
- Upon being rented by another Player, in which case they are no longer available.
- Upon transfer to a different wallet, thereby avoiding situations where a new Farmer owner unintentionally rents out a Farmer.
- Upon manual delisting by the owner.
The Butcher
Players can visit The Butcher to burn their Sheep in return for CHOPS. The amount of CHOPS received is equivalent to the Maximum Energy of the Sheep. Any Generation of Sheep can be burned.
WOOL Deposit & Withdrawal
Players can deposit their on-chain WOOL into their in-game wallet at any time. Upon doing so, their WOOL is burned on the blockchain and can be re-minted at any time by withdrawing it from the game.
Players can withdraw in-game WOOL to the blockchain, with a maximum of one transaction per 72 hours for safety and security. Withdrawing WOOL from the game mints it on the blockchain.
Players who won WOOL in WOOL Event #4 and players who are due to receive 5,000 WOOL from purchasing a piece of Land in November 2021 will find their raw rewards in their in-game wallet.
Wool Cycle
All WOOL spent in the game and not directly due to Structure owners is either Burned, or added to Community Rewards.
Through the former, The Shepherd enjoys himself. Through the latter, Players can compete to win WOOL previously spent in the game.
Many games of the past have suffered from excessive inflation that has outpaced the growth of the Player base and economy. The cycle outlined here provides another means to build a healthy economy.
The Peak Gameplay
A massively multiplayer competition for WOOL from Community Rewards will intermittently take place on The Peak. More details will be released in advance of the first game.
WOOL and a Sheep or Wolf will be required to participate.
Appendix: Game Values
Farmwide Resource Production Rate (Level 1)
Resource | Hourly Production Rate |
GRASS | 3500 |
WOOD | 4000 |
STONE | 1000 |
WATER | 1500 |
Resource Level Production Multipliers
Level | Multiplier |
1 | 1 |
2 | 1.1 |
3 | 1.25 |
4 | 1.45 |
GRASS Upgrade Costs - Cumulative Thresholds
Recipe Ingredient | Level 1 | Level 2 | Level 3 | Level 4 |
GRASS | 0 | 1500 | 6500 | 24800 |
WOOD | 0 | 400 | 7400 | 28400 |
STONE | 0 | 100 | 1900 | 7100 |
WATER | 0 | 200 | 2800 | 10600 |
WOOD Upgrade Costs - Cumulative Thresholds
Recipe Ingredient | Level 1 | Level 2 | Level 3 | Level 4 |
GRASS | 0 | 400 | 1300 | 4100 |
WOOD | 0 | 1700 | 1500 | 4700 |
STONE | 0 | 100 | 400 | 1200 |
WATER | 0 | 200 | 600 | 1800 |
STONE Upgrade Costs - Cumulative Thresholds
Recipe Ingredient | Level 1 | Level 2 | Level 3 | Level 4 |
GRASS | 0 | 400 | 1300 | 4100 |
WOOD | 0 | 422 | 1519 | 4725 |
STONE | 0 | 422 | 380 | 1181 |
WATER | 0 | 203 | 570 | 1772 |
WATER Upgrade Costs - Cumulative Thresholds
Recipe Ingredient | Level 1 | Level 2 | Level 3 | Level 4 |
GRASS | 0 | 400 | 1300 | 4100 |
WOOD | 0 | 400 | 1500 | 4700 |
STONE | 0 | 100 | 400 | 1200 |
WATER | 0 | 600 | 600 | 1800 |
Defense Upgrade Costs - Cumulative Thresholds
Recipe Ingredient | Level 1 | Level 2 | Level 3 | Level 4 |
GRASS | 0 | 400 | 1300 | 4100 |
WOOD | 0 | 400 | 1500 | 4700 |
STONE | 0 | 100 | 400 | 1200 |
WATER | 0 | 200 | 600 | 1800 |
Defense Multipliers on Wolf Sabotaging, Looting and Stealing
Defense Level | Energy Cost Multiplier |
1 | 1 |
2 | 1.05 |
3 | 1.1 |
4 | 1.15 |
Weather Effects
Weather Type | Collecting Claim Multiplier | Game Played |
Sunny | 1.2 | Sheep's Dilemma Game |
Cloudy | 1 | Wolf's Gambit Game |
Rainy | 0.8 | Wolf's Gambit Game |
Sheep Maximum Energy
Generation | Maximum Energy |
0 | 1000 |
1 | 800 |
2 | 375 to 750 |
Wolf Maximum Energy
Generation | Maximum Energy |
0 | 2000 |
1 | 1600 |
2 | 600 to 1200 |
Sheep Breeding Costs
Type | Amount |
Energy per Parent | 275 |
GRASS | 5000 |
WOOL | 4,000 + Fee set by Barn Owner |
Sheep Collecting Costs
Type | Amount |
One-time Energy Fee | 10 |
Daily Energy Fee | 2 |
WOOL | 25 |
Wolf Breeding Costs
Type | Amount |
Energy per Parent | 750 |
CHOPS | 3000 |
WOOL | 10,000 + Fee set by Barn Owner |
Wolf Looting Costs
Type | Amount |
Energy | 25 |
Cooldown | 24 Hours |
WOOL Burn | 200 |
Wolf Stealing Costs
Type | Amount |
Energy | 550 |
Cooldown | 96 hours |
WOOL Burn | 200 |
Stealing: Time to be kicked by a higher Alpha Wolf
Barn Stats & Build Costs
| Stats | Build Costs |
Level | Breeding Time (Days) | Steal Cost Multiplier | WOOL | STONE | WOOD |
1 | 40 | 1 | 2000 | 500 | 2000 |
2 | 30 | 1.1 | 2000 | 1000 | 4000 |
3 | 27 | 1.2 | 2000 | 1625 | 6500 |
Den Stats & Build Costs
| Stats | Build Costs |
Level | Breeding Time (Days) | WOOL | STONE | WOOD |
1 | 40 | 7000 | 1000 | 4000 |
2 | 30 | 7000 | 3000 | 12000 |
3 | 27 | 7000 | 4875 | 19500 |
Farm (Sheep) Bathhouse Stats & Build Costs
| Stats | Build Costs |
Level | Recharge Time (Days)* | WOOL | WATER | STONE |
1 | 40 | 2000 | 2500 | 500 |
2 | 30 | 2000 | 5000 | 1000 |
3 | 27 | 2000 | 8125 | 1625 |
* The time to recharge is independent of the Maximum Energy of the Sheep. For example, a Sheep with 0 Energy requires 40 days to recharge to full in a Level 1 Bathhouse regardless of its Maximum Energy. Similarly, a Sheep with Current Energy at 50% of its Maximum Energy requires 20 days to recharge to full in a Level 1 Bathhouse regardless of its Maximum Energy.
Farm (Sheep) Jugs Stats & Costs
Level | Energy Per Jug | Jugs Per Day | WOOL to Drain/Refill Bathhouse |
1 | 25 | 1 | 500 |
2 | 34 | 1 | 500 |
3 | 38 | 1 | 500 |
Peak (Wolf) Bathhouse Stats & Build Costs
| Stats | Build Costs |
Level | Recharge Time (Days)* | WOOL | WATER | STONE |
1 | 10 | 20000 | 5000 | 1000 |
2 | 8 | 20000 | 15000 | 3000 |
3 | 6 | 20000 | 24375 | 4875 |
* The time to recharge is independent of the Maximum Energy of the Wolf. For example, a Wolf with 0 Energy requires 10 days to recharge to full in a Level 1 Bathhouse regardless of its Maximum Energy. Similarly, a Wolf with Current Energy at 50% of its Maximum Energy requires 5 days to recharge to full in a Level 1 Bathhouse regardless of its Maximum Energy.
Peak (Wolf) Jugs Stats & Costs
Level | Energy Per Jug | Jugs Per Day | WOOL to Drain/Refill Bathhouse |
1 | 200 | 1 | 5000 |
2 | 250 | 1 | 5000 |
3 | 334 | 1 | 5000 |
Collecting Time Multiplier
Collecting Time Multiplier |
Multiplier = min{1013108 + (1.007034 - 1013108)/(1 + (Elapsed_Collecting_Time/896451.7)^1.341672), 3} |
Where spent WOOL Goes*
Destination | Percentage |
Community Rewards/Peak | 95% |
Burned | 5% |
* Excludes WOOL fees set by Landowners - those fees are 100% theirs