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1 / 92 NeoWorld Guide A Guide on How to Survive in NeoWorld Virtual World V 1.0 (Updated on July 18, changes thereafter not included)

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Page 1: NeoWorld Guideneoworldres.com/download/NeoWorld_manual_20190718EN.pdfwhen the world is large enough. The developer of the game, NeoWorld team, provides elementary resources for players

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NeoWorld Guide

A Guide on How to Survive in NeoWorld Virtual World

V 1.0

(Updated on July 18, changes thereafter not included)

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Contents

1 Background ......................................................................................................................... 5

2 The NASH Token .................................................................................................................. 8

2.1 Economy in NeoWorld ...................................................................................................... 8

2.2 NASH ............................................................................................................................... 8

2.3 Usage Scenario ................................................................................................................. 8

2.4 The Allocation of NASH ..................................................................................................... 9

2.5 Adjustment of mining pool output in the early stage ....................................................... 10

2.6 Proportions of three types of income .............................................................................. 11

3 Land ................................................................................................................................. 12

3.1 The Prosperity Value of the Land ..................................................................................... 12

3.2 Business Sector Value of the Land ................................................................................... 12

3.3 Land pollution value ....................................................................................................... 12

3.4 Land attributes ............................................................................................................... 12

3.5 Other operations on the land .......................................................................................... 13

3.6 Trial operation of the land transaction function ............................................................... 13

3.7 Land auction .................................................................................................................. 13

3.8 Application of Starred Zones ........................................................................................... 15

4 Continent .......................................................................................................................... 17

4.1 Continent creation rules ................................................................................................. 17

4.2 Relationship between continents .................................................................................... 18

4.3 Continent Token [Rare Ore (RO)] ..................................................................................... 19

4.4 The Economy of Continents ............................................................................................ 20

4.5 Continental Self-governance ........................................................................................... 22

4.6 Development Index of continents ................................................................................... 23

4.7 Continental Resource Reserves and Environment Value ................................................... 23

4.8 Continental Event System ............................................................................................... 24

4.9 Summary ....................................................................................................................... 24

5 Buildings ........................................................................................................................... 25

5.1 Tents (Tents will be temporarily unavailable) ................................................................... 25

5.2 Business buildings (standard and high-end) ..................................................................... 26

5.3 Tourist attraction ............................................................................................................ 29

5.4 Dice machine ................................................................................................................. 30

5.5 Invitation code generator................................................................................................ 30

5.6 R&D building .................................................................................................................. 31

5.7 Large-scale laboratory .................................................................................................... 33

5.8 Material Exchange .......................................................................................................... 34

5.9 Item Shop ...................................................................................................................... 35

5.10 Supermarket ................................................................................................................ 36

5.11 DIY Creative building .................................................................................................... 36

5.12 Decorative building ....................................................................................................... 37

5.13 Rare Buildings .............................................................................................................. 37

5.14 "Smart One" Robot .................................................................................................... 39

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5.15 The "Tourist Attraction" Attribute of Buildings .......................................................... 39

6 Wonder System .............................................................................................................. 41

6.1 The positioning of wonders .......................................................................................... 41

6.2 The Construction of Wonders .......................................................................................... 42

6.3 “Happy Hours” ............................................................................................................... 45

6.4 Make wishes at wonders ................................................................................................ 46

6.5 The charging of wonders ................................................................................................. 46

6.6 Wish list ......................................................................................................................... 46

6.8 Faith Index of Wonder .................................................................................................... 48

6.9 Upgrading Wonders ............................................................................................... 49

7 Materials and Items .......................................................................................................... 50

7.1 Hi-Tech Materials ........................................................................................................... 50

7.2 Rare Ore ........................................................................................................................ 50

7.3 Treasure Map ................................................................................................................. 50

8 Avatar ............................................................................................................................... 52

8.1 Avatar Attributes ............................................................................................................ 52

8.2 Player’s Action ............................................................................................................ 59

8.3 The Friendship System .................................................................................................... 59

8.4 The Avatar functions....................................................................................................... 59

8.5 Skill System .................................................................................................................... 59

8.6 Business Value System ................................................................................................... 62

8.7 Work Proficiency .......................................................................................................... 65

8.9 Messaging Fees on World Channel and Continental Channel ............................................ 68

8.10 Voting Power (VP) ....................................................................................................... 68

8.11 Summoning Shenron ................................................................................................... 69

8.12 “NW Headline Daily” .................................................................................................. 69

8.13 Bill Classification......................................................................................................... 70

8.14 NE (NEST Energy) Value ............................................................................................ 71

9 Quest System .................................................................................................................... 72

9.1 Quest Creation .............................................................................................................. 72

9.2 Quest Entrance ............................................................................................................. 72

9.3 Quest Layout ................................................................................................................. 72

9.4 Quest Elements ............................................................................................................. 73

9.5 Quest Configuration ...................................................................................................... 73

9.6 Quest Rating ................................................................................................................. 73

9.7 Quest: Battlefield .......................................................................................................... 73

10 Lord System .................................................................................................................... 77

10.1 Duty of Lord................................................................................................................ 77

10.2 About Continental Budget ........................................................................................... 77

10.3 Election of Lords ........................................................................................................... 78

10.4 Benefits and Restrictions of Lords ................................................................................. 79

10.5 Authority of Lords ........................................................................................................ 79

10.6 Clash of Continents ....................................................................................................... 81

11 Traffic ............................................................................................................................. 81

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11.1 Map ............................................................................................................................. 81

11.2 Intercontinental material transport rules ....................................................................... 81

11.3 Trial Operation of Passenger Transport System .............................................................. 82

12 Residence System ............................................................................................................ 83

12.1 Functions of Residence ................................................................................................. 83

12.2 Comfort Level of Residence ........................................................................................... 83

13 Others............................................................................................................................. 85

13.1 Account Status ............................................................................................................. 85

13.2 Prohibition of robot account and alternate account ....................................................... 86

13.3 Chat Channels and Chat Restrictions .............................................................................. 87

13.4 Registration and Invitation Mechanisms (Trial Version) .................................................. 88

14 Islands in the NeoWorld .................................................................................................. 88

14.1 Introduction of the Islands in the NeoWorld .................................................................. 88

14.2 The existing island ........................................................................................................ 89

15 NEST Developer Program ................................................................................................. 90

15.1 NEST Developer Program (Alpha) .................................................................................. 91

15.1 OPEN OF UGC FACTORY / UGC SHOP ............................................................................. 92

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1 Background

NeoWorld is a habitable planet discovered by mankind in the course of exploring the universe. On this

vast planet, the habitants build and develop civilizations generations after generations. NeoWorld

habitants collect resources, build factories, found businesses and collaboratively create the new world

in history.

The virtual world comprises of continents, which in turn are formed by land parcels of the same size. The

virtual world starts with the first continent and subsequent continents will be opened as certain

conditions are met.

Land parcels start with nothing but raw resources like wood, mines, which can be collected by players.

The owner of land parcels can develop the land parcel and change the landscape in the way he wants,

or build constructions, scenes or even interactive contents.

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Every piece of land parcel is adjacent to another, making it access from anywhere. Players use their

avatars to explore the virtual world, traveling from one piece of land to another, chat with other avatars

and interact. Point to point transports, i.e. telepoints, will be available at the later stage of the game

when the world is large enough.

The developer of the game, NeoWorld team, provides elementary resources for players to design and

build their land parcels as well as their avatars. The players are free to explore the virtual world, in order

to collect resources and take part in projects that require collaborative work. NeoWorld will only flourish

when its habitants work collaboratively.

Land parcels are key to NeoWorld. Players purchase or bid for land parcel. Player can build more facilities

on the land parcel they own to increase the value of the land, and garner more traffic and attention from

the community. At the later stage of game, interactive contents will be supported and players will be

encouraged to design their own interactive buildings to attract attention. Furthermore, players are free

to form groups, communities, or any form of alliances and organizations in the game.

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Different types of buildings offer different functions in the game, and have different requirements to

build and develop. This means most of the complex buildings will require collaboration of players who

excel different and complementary skill sets. NASH will be the virtual currency for players to transact and

decide the economies between a group of players.

Like the real world, players could invest in their land and facilities or themselves to increase the attributes.

They do so by locking up their NASH for a certain period of time in NeoWorld.

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2 The NASH Token

2.1 Economy in NeoWorld

NeoWorld has only one type of currency, NeoWorld Cash (“NASH”). NASH is used for all transactions and

settlements.

NeoWorld team or any game operator in the future is not able to alter the total supply of NASH; neither

can NeoWorld team or any game operator alter the number of other resources, e.g. land, for its own

profits. The proceeds generated from the initial sale of land or any facilities will be circulated back to the

game, based a variety of mechanism, e.g. level of participation, content generation, community

contribution, etc.

NeoWorld team will levy a fee on every transaction made between players. The fee will be used to cover

game-related operational costs.

2.2 NASH

NeoWorld Cash (“NASH”) is the only currency in NeoWorld. NASH is an Ethereum token based on ERC223

standards and compatible with ERC20 standards. The total supply of NASH is 100 billion.

2.3 Usage Scenario

Players can be rewarded by NASH for completing task in the game. Tasks can be designed by NeoWorld

team, such as login awards or community voting; or tasks can be designed by other players, e.g.

collaboratively working on a building a facility, or providing services in a completed facility. In addition,

players can purchase NASH from crypto exchanges or other players.

NASH can be used to purchase items in the game, including land, buildings or items and contents created

by other players.

Players can choose to lock up a portion of their NASH for a period of time to increase the attributes of

their land, facilities and avatars.

All prices and transactions are determined by market and NeoWorld team or any developer in the future,

by design of the game mechanism, is not able to influence or control the market.

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2.4 The Allocation of NASH

Ratio Category

20% PoA Mining

30% Content Creation Incentive Pool

5% Risk Control Fund

15% Marketing

25% NeoWorld Foundation

5% Founding Team

PoA Mining

A portion of the NASH will be dedicated to the players who are active in the game and taking efforts to

build NeoWorld. Players will be able to build facilities on their lands or work in facilities to earn NASH.

Every year, 10% of the remaining Mining pool will be released to the players, based on their activities in

the game.

Content Creation Incentive Pool

NASH will be rewarded to players who create and design contents in NeoWorld. Every year, 10% of the

remaining Content Creation Incentive pool will be released to the players, based on the quantity and

quality of the contents.

Risk Control Fund

A portion of the NASH will be used to stabilize the prices of NASH and other tradable items in the game

or elsewhere, in order to hedge risks arising from volatile markets.

Marketing

To promote NeoWorld game, especially in its early stage, NeoWorld team will allocate 15% of the token

for marketing activities, including but not limited to customer acquisition, collaboration with opinion

leaders, roadshows and meet-ups, media releases, etc.

NeoWorld Foundation

NeoWorld Foundation will hold in trust 25% of the token and its main purpose is for the development of

NeoWorld game. NeoWorld will organize resources to ensure each of the milestones of the game is

delivered according to the roadmap. NeoWorld Foundation will also develop an ecosystem to partners

who are interested in participating in the development and promotion of NeoWorld.

Founding Team

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The Founding team will hold 5% of the token as incentives. The tokens held by the management will be

released equally in 5 phases from the point the game goes online and every six months therefrom.

2.5 Adjustment of mining pool output in the early stage

In order to encourage player participation in the early stage, the daily NASH mining pool output is

dynamic rather than fixed. Daily NASH mining pool output refers to the upper limit of total NASH

generated by means of regular revenue from buildings, collaborative revenue from buildings and work

income. Daily NASH mining pool output consists of four parts:

1) Daily basic mining pool output

As described in the Whitepaper, the total mining pool supply in NeoWorld is 20 billion. Each year, on

January 1, 10% of the remaining amount in the mining pool will be set as the basic mining pool output

for that year. NeoWorld’s beta version started on June 22, 2018. As to incentivize the early supporters,

the year of 2018 in NeoWorld is counted only as 190 days. Total mining pool output for 2018 is 2 billion.

Therefore, daily basic mining pool output is 10.52 million.

2) 30% of land sales on the previous day

In NeoWorld, NASH generated from the sale of land by the system does not belong to NeoWorld team.

Instead, it flows back to the mining pool and will be distributed to the community through promotions.

Every day, 30% of land sales on the previous day will be added to the NASH mining pool.

3) 5% of building sales on the previous day

In NeoWorld, NASH spent for construction of buildings does not belong to NeoWorld team. Instead, it

will be used to refund players upon building demolition (after deducting the cost of depreciation). The

balance will flow back to the mining pool and will be distributed to the community through promotions.

Every day, 5% of the total NASH spent for construction of buildings will be added to the mining pool

output for the following day.

4) Incentives for promoting NeoWorld

In the early stage of the Bronze Age, in order to develop an ecosystem and facilitate cooperation, we

take a certain amount of NASH from the marketing pool to supplement the mining pool output every

day.

As NeoWorld develops, new players will be attracted and additional continents created. Land sales and

building constructions will increase correspondingly. Therefore, in the long run, the proportion of basic

mining pool output in the total daily NASH mining pool output will gradually decline, and the proportion

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of supplement from land sales and building constructions will increase. The more players we have, the

more prosperous NeoWorld is, and the larger the mining pool output will be.

2.6 Proportions of three types of income

Proportions of regular revenue, collaborative revenue and work income are as followed:

80% of the daily NASH mining pool output goes to the regular revenue from buildings, which is regulated

by via respective sector index.

20% of the daily NASH mining pool output goes to the collaborative revenue from buildings and work

income. No regulation or control is in place yet, as the upper limit has not been reached.

In the future versions, we will further improve rules and algorithms to achieve a dynamic balance of the

three types of income.

In addition, if the NASH mining pool output is not fully distributed at the end of any day, the balance will

be kept in reserve, and released to the mining pool on December 31 of that year for next year’s mining

pool allocation.

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3 Land

3.1 The Prosperity Value of the Land

The prosperity value, the business sector value (commercial, industrial, service, cultural, etc.) and the

technology value of the lands will not increase when buildings are being constructed. These value will

only increase when the buildings are completed.

3.2 Business Sector Value of the Land

Business sector value of lands have the following effects:

1) It is one of the prerequisites for constructing top-class buildings of corresponding business sector;

2) It is one of the prerequisites for application of the starred zones;

3) It is one of the prerequisites for constructing important buildings in a region.

3.3 Land pollution value

1) Land pollution value increases when production starts in manufacturing buildings. Players will be

unable to continue production in manufacturing buildings if land pollution value reaches its upper limit.

However, this will not affect the regular revenue of manufacturing buildings.

2) Pollution value declines automatically on a daily basis.

3) In future versions, land pollution value will affect prosperity value and business sector values to a

certain extent.

3.4 Land attributes

There are three land attributes:

1)Popularity value

Popularity value reflects the traffic and notability of a land in the past week. Interactive operations

concerning any building on a land include production, employment and R&D.

If the interaction between a player and the building is "production" or "R&D", the popularity index of the

land will increase by one point each time by default.

If the interaction between a player and the building is "work", the popularity index of the land will increase

based on the player's corresponding skills (work skills and elite skills).

The "Superstar" wish offers an additional popularity buff on top of normal interaction. The popularity

index of a piece of land is the sum of the daily popularity index of the past seven days.

2)Technology value

Technology value reflects a land’s R&D level. Some buildings are only available after certain technology

value is reached. Also, technology value accelerates the R&D process of R&D buildings to various extents.

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2)Greening value

Greening value affects the reduction rate of land pollution value.

3.5 Other operations on the land

Players may select a land on the construction page and detect unauthorized building(s). Buildings

constructed by other players that occupy your land will be demolished and returned to their own

warehouses.

3.6 Trial operation of the land transaction function

1. The land transaction function is under trial operation, during which only vacant land can be transacted.

2. Players may sell their vacant land at any time. Once sale is decided and price set, the land will be

marked as available for sale. Other players can see change of land status on the map page.

3. Players are unable to construct new buildings on the land marked as available for sale, or add buildings

from warehouse to the land.

4. Once a player confirms to buy a piece of listed land, corresponding amount of NASH will be transferred

from the buyer to the seller, and ownership from the seller to the buyer.

5. Once a transaction is completed, the seller needs to pay 5% of the sale price as commission (minimum

500NASH regardless of the sale price).

6. Once a land transaction is completed or cancelled by the owner, the same piece of land cannot be put

up for sale within six hours.

7. Land transaction is an important asset transaction feature of NeoWorld, and may give rise to dispute

or fraud. It is recommended that players have a careful look at land attributes, including but not limited

to pollution, production reduction, popularity, etc.

3.7 Land auction

A. Preparation

1. Players need to create avatar(s) to participate in land auction of the any continent.

2. NASH is the only currency for auction.

3. Players may use the “NASH Transfer” function in the Land Auction page to transfer NASH from

NeoWorld game accounts to the Land Auction system. During the auction process, players may transfer

NASH in both ways for multiple times, yet a cooling period applies.

4. When auctions are over, NASH balance in the auction system will be transferred back to NeoWorld

game accounts automatically.

B. Auction period

Land auction will last 72 hours.

C. Auction rules

1. The starting price for each piece of land is 11000NASH (each piece of unbid land will be sold at the

price of 10,000 NASH after the auction)

2. Bids must be multiples of 1000 NASH and higher than the current bid.

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3. After making a bid, the corresponding amount of NASH will be frozen and is unavailable for other land

auctions.

4. Players may withdraw a bid and use the corresponding amount of NASH for other land auctions.

Players will not lose any NASH due to withdrawal. A player is unable to withdraw his/her bid if he/she is

the highest bidder of the land.

5. As auction time of a piece of land ends, the ownership of the land will go to the highest bidder.

Players are unable to make any further offer after that.

6. The auction of a piece of land extends after each bid is made. Extension is calculated as follows:

a. Each bid extends the auction by X hour(s). X equals 12 for the first bid. Each further bid reduces X by

50% until X drops to 0.5.

b. For instance, if there is no further bid after the first bid is made, the auction of the land will finish in

12 hours. If there is another bid, auction will end six hours after the second bid, and so on and so forth.

c. If the auction of a piece of land is to extend beyond the entire auction period, then it shall end as the

entire auction period ends.

7. In order to prevent malignant bidding, a cool-down mechanism is introduced to the auction system,

the rules of which will be detailed separately.

D. Cool-down rules for bidding

1. Each bid made by a player will extend his/her cool-down period, during which the player is unable to

make any bid for any piece of land.

2. Extension of cool-down period depends on the number of bids a player makes for the same piece of

land. Cool-down period for the first bid is 2 seconds. Each further bid doubles the cool-down period, i.e.

4 seconds, 8 seconds, 16 seconds, 32 seconds, 64 seconds, etc.

3. If a player has acquired or is the highest bidder of four continuous pieces of land adjacent to the land

being bid (lands to the east, west, north or south of the land being bid), his/her current bid will not

extend the cool-down period, yet it counts into the total number of bids made.

(Tick: Situations whereby a further bid will not extend the cool-down time)

4. Players may choose to use NASH to clear all cool-down periods at the price of 10 NASH per second.

E. Others

Lands that draw no interest any bidder during the entire auction period will be available for sale after

the new continent officially opens at the price of 10,000 NASH each.

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(Notes: Green-Common area/starting points; White-vacant; Blue-in auction; Brown-lands bid by the

current player; Purple-lands where the current player’ bids are overbid; Yellow-auction finishing soon;

Red-auction over)

3.8 Application of Starred Zones

1) A piece of land can be approved as a Starred Zone and gain additional income if it meets certain criteria.

Types of Starred Zones include greening zones, commercial zones, industrial zones, etc. Zones are rated

from one star to five stars. This version will start with greening zone ratings.

2) Criteria for starred greening zones include:

a) The greening value, which can be increased by certain decorative buildings.

b) Plot ration, i.e. the proportion of area occupied by buildings over the total area of the land.

c) No of Starred Buildings. Decorative buildings are rated from one star to five stars. The more

Starred Buildings a piece of land has, the more likely it is rated as Starred Zones for each star level.

Detailed requirements for different ratings of each Starred Greening Zone level are available in the game.

3) If a piece of land satisfies the Starred Greening Zone requirements, its owner may lock up a required

amount of ROs on the continent (the higher the rating, the more ROs required to be locked up) to apply

for the star rating. Land owners may quit star zone application at any time. Locked-up ROs will be

released in seven days.

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4) Greening bonuses of a continent will be divided equally among all lands approved as Starred Greening

Zones. Greening bonuses are from the renovation costs of all mining factories on the continent. Greening

bonuses for each continent is tentatively set as 500,000 NASH per day and 100,000 NASH for each star

rating level. For example, if there are ten one-star greening districts on the first continent, each is eligible

for 10,000 NASH every day. In future versions, the percentage of renovation costs allocated as greening

bonuses as well as distribution of the bonuses across each star level of each continent will be decided

by the Lord of the continent.

5) Players may check their Billings Screen every day at 12:00 am for greening bonus records. Bonuses are

ready for collection in seven days after they are awarded.

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4 Continent

4.1 Continent creation rules

Conditions on which a new continent will be created

NeoWorld consists of several inter-connected continents. In the beginning, there is only one continent.

A new continent will be created if either of the following two conditions is fulfilled.

a) All lands on the current continent are sold out.

b) All seven wonders have been completed on the current continent.

A new continent will have a 30-day reclamation period, during which, no further continent will be

created.

When all lands are sold out in a continent, it implies that the current continent is no longer able to

provide the basic elements for survival and development. When all seven wonders are completed in a

continent, it indicates that the maturity of the current continent has reached a desired level. Both

situations suggest that new spaces are needed for new players , in order to ensure the sustainable

development of NeoWorld’s ecosystem.

Location of new continents

A new continent is always adjacent to the previous continent. New continents are created in an outward

spiral manner.

In the process of creating new continents, two public votes will be conducted to decide the direction of

expansion.

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a) The first vote took place when creating the second continent. It was up to players to decide the

location of the second continent to the first. According to the voting results, the second continent was

created to the north of the first. An intercontinental wall was created at the north end of the first

continent (in the future it will be presented aesthetically as a bridge). Players can access the second

continent for free by clicking the wall. And they can return to the first continent from the south end of

the second continent in the same way.

b) The second vote took place when creating the third continent. It was up to players to decide whether

the third continent would be in the east or the west of the second continent, thus deciding the direction

of the continental spin for the future continents, clockwise or counterclockwise. According to the voting

results, the third continent was created to the east of the second continent.

The two votes determined the spinning direction of continent creation. Future continents will be created

in the same manner.

Total number of continents

NeoWorld consists of seven continents by default. That is to say, as long as the required conditions are

met, seven continents will be created one by one. However, whether to create an additional continent

after that is up to public vote again.

Scarcity of Land

Each continent is made up of 40,000 lands (200X200). Land is scarce on a dynamic basis, which has two

layers of meaning:

a) Theoretically, there is no cap for the total amount of lands. However, supply and demand of the land

may fluctuate from time to time. Everything is dependent on the economic development and

governance of the virtual world.

b) The value of a piece of land is not fixed. Firstly, it depends certainly on its location. More importantly,

it is dependent on the continent’s level of economy, its own attributes (such as prosperity, pollution,

technology, popularity and greening values), and traffic.

NeoWorld is not about hoarding land and sell to the next player. Thoughtful planning and ingenious

management of land is key to land appreciation.

4.2 Relationship between continents

Exclusiveness of resources

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1) Materials cannot be transferred between continents. Materials collected or produced in one continent

can be used and stored in this continent only. Players can only use locally stored materials for

construction or trading purposes. For example, Player A has 1,000 pieces of timber in the first continent.

However, when Player A travels to the second continent for the first time, he/she will have no available

timber in the second continent. Only materials acquired on the second continent can be stored and used

there.

2) Buildings on one continent cannot be relocated to another. Even if a player owns lands on two

continents, he/she is unable to relocate any building through the warehouse system across continents.

Buildings can only be located and relocated on the same continent.

3) NASH can be used on all continents.

Transport between continents

Two continents are connected by a continental barrier that allows players to travel between the

continents at no cost.

Players can also enter the coordinates of the destination land and travel to another continent via

teleportation system on the map, yet an entry fee applies. Each continent may set its own entry fee,

which goes to continental treasury.

Cargo transport between continents

Players can transport materials between two adjacent continents, yet tariffs apply. Tariffs will be

decided by the destination (importing) continent. For example, let’s assume that the second continent

imposes a 30% tariff on imports of materials from the first continent. When Player A ships 1,000 pieces

of timber from the first continent to the second continent, he/she can only keep 700 pieces of timber.

300 pieces of timber will be charged as a tariff, converted into NASH, and go to the second continent’s

continental treasury.

A 30-day reclamation period applies to each new continent, during which cargo transport of materials

between the new continent and other continents is unavailable. Players are allowed to transport their

own materials between the new continent and other continents after the reclamation period, yet they

need to pay tariffs to the destination continent.

4.3 Continent Token [Rare Ore (RO)]

Rare Ore (RO)

There is one exclusive RO on each continent. RO is an ERC20-based token with a fixed total quantity

which will not increase in the future. It is also the only token to represent players’ rights and interest

on its corresponding continent. The token for the first continent is ROA, the token for the second is

ROB, and so on.

How to use ROs?

The RO on each continent can be used to:

1) Enable the Seven Wonders on the corresponding continent.

2) Vote in the Continent Lord election on the corresponding continent.

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3) Vote on proposals by the corresponding Continent Lord. The proposals can be effective only after

it is voted through. A proposal may include adjustments to economic policies and changes to

parameters.

4) Receive financial dividends based on the proportion of ROs players hold on the corresponding

continent.

*The above-mentioned uses of RO are still being developed now and will be phased in in the future.

How to generate ROs?

Players can receive ROs via various channels. Each continent provides a fixed total quantity of 10

million ROs, which are generate in the following proportions:

a) 5% from pre-sale. With the exception of the First Continent, 500,000 ROs will be made available

for pre-sale once each continent is unlocked.

b) 7% from Wonders.

c) 50% from RO mining plants. For this part, the total quantity is 5,000,000 ROs and 10% of

remaining ROs will be generated every 30 days. If the total output of all mining plants on a

continent exceeds the daily mining pool, the output of mining plants will be scaled back

proportionally. As there is no pre-sale on the first continent, an additional 5% of the total ROs can

be output from mining plants within the first 30 days.

d) 8% from the treasure map system.

e) 30% from operating activities.

f) Players can trade NASH for ROs with other players in the in-game material exchange. All ROs can

be traded in NASH.

*The above-mentioned RO output channels are still being developed now and will be phased in in the

future.

How to destroy ROs?

a) ROs consumed to charge wonders will be destroyed first. The total quantity of ROs destroyed per

natural year does not exceed 1 million. If it does, 50% of the excess will be returned to the mining

pool and the other 50% to the treasure map pool.

b) The rules above apply until the total quantity of destroyed ROs reaches 5,000,000. After that, 50%

of the ROs consumed to charge wonders will be returned to the mining pool and the other 50% to

the treasure map pool.

c) In the first week of each quarter, the total quantity of ROs destroyed in the previous quarter will

be announced and publicly processed through smart contracts.

The above rules apply to all continents.

4.4 The Economy of Continents

Continental Treasury

Every continent has its independent continental funds. The sources of revenue include but are not

limited to:

1) Land sales: 30% of the land sales (land auction sales included) will go to the treasury;

2) RO Pre-sale: 50% of the RO pre-sale;

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3) Tariff: The commission charged on materials coming to one continent from another; the actual

tariffs are at the discretion of the respective Continent Lords;

4) Supermarket: 1% commission charged on each transaction at the supermarket on a continent;

5) Exchange: 0.5% commission charged on each transaction at the material exchange of a continent;

6) Entry fee: The fee player should pay when they are teleported to one continent from another; the

actual fees are at the discretion of the respective Continent Lords;

7) Intra-continent teleportation fee: The fee player should pay when they are transported within a

continent; in the closed beta test, the fee is 0.01 NASH/plot of land and it will be adjusted in

future versions, where player-operated teleportation routes will be also available. Teleportation

between beginner’s villages on different continents will be free of charge;

8) Communication fee: The fee player should pay when they are talking in the continent channel; the

Continent Lord has the right to set the fee;

9) Greening fund: The renovation fee for all manufacturing buildings (including common material

factory, hi-tech material factory, RO mining plant and tent factory);

10) More sources of revenue will be introduced in future versions of NeoWorld.

Some financial reports of continental funds have been put on trial operation. All player can view the

total financial revenue of each continent and the financial revenue of the previous day.

Financial Expenditure

Each continent can formulate its own policies on how to spend part of its revenue on the following

areas to develop its economy:

1) Incentives for “Inspire” and the wish “Motivation Boost” at wonders: incentives for the “Inspire”

buff will come from the funds of the continent where the player receives his/her buff; once a

player makes the wish “Motivation Boost,” the buff effect he/she receives only works on the

current continent and the incentives for the buff will come from the respective continental funds;

2) Incentives for the wish “Let’s Dice” at wonders: once a player makes the wish “Let’s Dice,” the

buff effect he/she receives only works on the current continent and the incentives for the buff will

come from the respective continental funds;

3) Subsidy for greening zones: the daily subsidy of 500,000 NASH for greening zones on each

continent will come from the respective continental funds;

4) Financial Dividends (SRO Dividends): the monthly SRO dividends.

After the expenditure is deducted from the revenue, the remaining balance can be used for financial

dividends.

1) The shortest dividend period is 30 days. The dividend will be paid out on the 1st, 11th or 21st day

of each month, and the exact date will be decided by the Continent Lord;

2) 10% of the continent’s financial revenue will be used for dividends on the dividend date;

3) Players holding ROs on their continents for a certain period of time are eligible for their shares of

dividend;

4) ROs that have been held for 30 days are called Shining RO (SRO). Only SRO holders are eligible for

dividends. ROs locked or invested in Wonders are considered held by players, while ROs

consumed in wishes, used for orders at the exchange, or exchanged for NASH are not;

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5) For the ease of calculation, in the game, the daily minimum quantity of ROs held by players in the

past 30 days will be displayed, and the minimum amount in these 30 days will count towards

SROs;

6) For dividend calculation, the total amount of NASH dividends / current total quantity of SROs =

the amount of NASH distributable to each SRO. The amount of NASH distributed will be delivered

to the SRO owners by mail;

Example 1: Player A purchased 10,000 ROAs on September 22 and put 5,000 ROAs on sale at the

exchange on October 1. Then on October 21, the dividend date, player A has 5,000 ROAs that meet the

dividend criteria. If the dividend is 10 million NASH and the total quantity of eligible SROs is 100,000,

player A can get (100 NASH x 5,000 =) 500,000 NASH in total.

Example 2: Player B purchased 10,000 ROAs on September 22, and purchased another 10,000 ROAs on

September 23, and locked 1,000 ROA on October 10 for greening zone. Then on October 21, player B has

5,000 ROAs that meet the dividend criteria. If the dividend is 10 million NASH and the total quantity of

eligible SROs is 100,000, player B can get (100 NASH x 10,000 =) 1 million NASH in total.

Information Disclosure: Continental Finance & SRO

1) Detailed financial information of each continent can be found in the continent interface. Only

financial revenue information is available in the latest version; expenditure information will be

added in future versions.

Players can check their own SRO information and the daily minimum RO holdings for the past 30 days at

any time.

4.5 Continental Self-governance

Supernode

1) Each continent has seven wonders and each wonder is unique. Once a wonder is built, other players

are unable to build a second of the kind.

2) The owner of a wonder will become a supernode of the continent when the wonder is completed.

3) Each player can build at most one wonder on each continent.

4) Once a piece of land with a wonder on it is traded, the status of supernode will be transferred to the

new owner of the land.

Election of Lord and his roles

1) The election procedures of the Lord of a continent will be activated once all seven wonders are

completed on a continent. Only supernode owners are eligible to run for the Lord.

2) Once election starts, players need to vote for one of the candidates with continent-specific VP. The

candidate who receives the most votes is elected as the Lord of the continent. The tenure of the Lord is

at least three months.

3) The Lord may submit proposals to adjust all economic policies and rates of the continent. Players will

vote on the proposals with RO. Original policies remain unchanged if the proposals are not passed in the

vote.

4) Supernode owners may impeach the Lord by calling an impeachment vote.

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Check and balance of autonomy

Malignant motives undeniably exist in the process of any autonomy, such as the Lord formulating

extreme economic policies for private interest, supernodes conspiring to manipulate voting rights, etc.

However, the water that bears the boat is the same that swallows it up. Faced with unfavorable or even

harmful policies, residents will vote with their feet, and move to well-organized continents. As a result,

income for the continent and its RO price will drop sharply, thus pushing the Lord to adjust the policies

more favorably to increase the attractiveness of the continent .

4.6 Development Index of continents

1. The Development Index is an attribute of continents to reflect its prosperity. Currently, the

Development Index of continents is dependent on the collective and accumulated contribution of all

players in the continent. In future versions, we will continue to optimize the formula.

2. Development Index of each continent will be updated at 12:00am every day. For new continents,

development Index starts at 0 by default.

3. Construction of certain special buildings is subject to the Development Index being reached. The

construction of hi-tech material manufacturing factory and Rare Ore mining plant is subject to the

Development Index. For instance, hi-tech material manufacturing factories are only available for

construction when Development Index reaches 500,000. Rare Ore mining factories are only available

when Development Index reaches 2,000,000.

4.7 Continental Resource Reserves and Environment Value

1) Core idea: Resources on each continent are limited, and the production of any material consumes

resources; the advancement in environmental protection can lead to resource regeneration; when

resources are insufficient, the materials output will be affected.

2) Continental resource reserves: The current remaining resource value on the continent. When each

continent is unlocked, the default resource value is 10 billion; at 0 o’clock every day, the reserves

will be calculated according to the resource consumption of the past day and the continent

environment value using the following formula:

Current continent resource reserves = yesterday’s continental resource reserves - yesterday’s

resource consumption + continent environment value

3) Resource consumption is calculated based on the continent’s material output, which includes:

A. The materials income (including regular revenue and collaborative revenue) generated from

material factories (including common material factories and hi-tech material factories).

B. The materials obtained by players each time they work (affected by buffs that double the

production, such as Spur).

C. Hi-tech materials obtained by players when they achieve “Critical” in R&D.

The following will not count towards resource consumption:

A. The common and hi-tech materials obtained by players during each mining.

B. The materials players get by participating in activities (e.g. treasure-hunting, lottery etc.).

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Calculation: 1 point will be consumed when one common material (timber, stone, steel) is

produced and 1,000 points will be consumer when one hi-tech material is produced. Resource

consumption is the sum of all consumed points.

4) Continent environment value: The sum of the green indices of all land on the continent minus the

sum of the pollution indices on the continent. Continent environment value ranges from 0 to 100

million. At 0 o’clock every day, the resource value equal to the continent environment value will

be recovered.

5) When the resource reserves are insufficient on the continent, all material output will be affected.

4.8 Continental Event System

Important events or activities of a newly unlocked continent will be activated based on the continent

development index rather than be released and controlled by the game project team. Please find below

the relationship between events or activities and the continent development index:

Continent Development Milestones Event or Activity Period

Launch of New Continent New Continent, New Frontier 7 Days

One Week Later New Continent, New Frontier (Fading) 7 Days

500,000 Hi-Tech Material Factory Enabled On-going

2,000,000 Rare Ore (RO) Mining Factory Enabled On-going

3,000,000 New Continent, New Landscape 7 Days

4,000,000 Building Upgrade 7 Days

* Please refer to the in-game “activity” interface for details

4.9 Summary

The designs in NeoWorld relating to continents are a massive social experiment and a unprecedent

innovation about token economy. The concept of competing, self-governed and economically self-

sufficient continents in the virtual world integrates politics, economy and sociology. The fundamental

purpose of the designs is to develop a long-term, sustainable and decentralized framework for NeoWorld.

Based on this framework, NeoWorld will go through the Bronze Age, Silver Age and Golden Age, welcome

the 10,000th player, the 1,000,000th player and the 10,000,000th player, and provide all players with a

second life in the digital world.

This is the first, and the last of its kind.

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5 Buildings

5.1 Tents (Tents will be temporarily unavailable)

Players can produce tents via tent R&D factories for others and themselves to have a rest and regain

vitality. Player set up tents by dragging a tent onto the land, and it will be free and ready to use by

default. Owners of the tents may set a price for other players for each use.

The Standard Tents

The Superior Tents

Description of different kinds of tents

1. Functions of standard tents and camping tents are completely the same.

2. Superior tents can be used for up to 30 times, and up to three times per player. Each use recovers

vitality by 50 points.

3. Players are able to warehouse camping tents. However, newly added standard tents and superior

tents cannot be warehoused.

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5.2 Business buildings (standard and high-end)

Warehouse

1) Players can move inactive buildings into their warehouses. Warehoused buildings can be placed on

any of the owner’s land, as long as the prosperity value and respective business sector value of the land

are met. In other words, players do not have to demolish old buildings as they improve land prosperity

and/or rearrange the layouts of the land.

2) Warehouses have a default capacity. Players can increase it by learning relevant skills.

Demolition (of a building)

1)Demolition formula: NASH returned upon demolition (of a building) =cost*depreciation*demolition

coefficient

2) Demolition coefficient varies with the duration of building. The longer it is, the higher the demolition

coefficient. If a building is demolished within one hour after construction, demolition coefficient will be

10%. If a building has lasted for over 90 days, demolition coefficient will be 95%. The demolition

coefficient gradually increase over the period in between.

3) Each demolition operation increases the pollution value of the land. The higher cost, the larger

increased amount in pollution value. Players will be unable to demolish any building if the pollution

value exceeds its upper limit. Pollution value decreases as time goes by.

4) The regular revenue of buildings (including business buildings and manufacturing buildings) is affected

by land pollution value. When pollution value is below 1,000 points, regular revenue will be unaffected.

When pollution value exceeds 1,000 points, regular revenue will decrease as pollution value increases.

5) NASH returned upon demolition will not be available immediately. Players will be refunded in three

days’ time.

Regular revenue

1) “Regular revenue,” which varies across different buildings, increases once every hour and is capped

at a specific value. Players need to perform the “Collect” action before available regular revenue can

count towards to their total revenue of the day.

2) At midnight every day, the system will aggregate a player’s regular and collaborative revenue of each

sector. The proportions of the player’s total revenue in the total revenue of all players on the server will

be calculated, and then be used to determine the player’s share of the incentive pools of the respective

sectors.

3) For each continent with sector subsidies, an extra incentive pool will be added. A player is entitled to

share this extra pool every day based on their revenue from buildings on the continent and the reward

will be delivered via a separate bill.

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Depreciation and renovation

1) All buildings depreciate by one degree every ten days since the day of completion. All types of income

will decrease accordingly.

2) Renovation operations can restore depreciation rate to 100%. Renovation requires corresponding

amounts of building materials.

3) Renovation of manufacturing buildings and R&D buildings must be paid in NASH.

Renovation costs of manufacturing buildings and R&D buildings are linked to the number of renovation.

The more a building has been renovated, the higher renovation cost will be. Detailed renovation costs

are as followed:

Manufacturing

buildings Unit:NASH

Number of

Renovation

80%

depreciated

60%

depreciated

40%

depreciated

20%

depreciated

10%

depreciated

1 100 200 300 400 450

2 100 200 300 400 450

3 100 200 300 400 450

4 150 300 450 600 675

5 150 300 450 600 675

6 150 300 450 600 675

7 200 400 600 800 900

8 200 400 600 800 900

9 200 400 600 800 900

10 200 500 750 1000 1125

··· ··· ··· ··· ··· ···

R&D buildings Unit:NASH

Number of

Renovation

80%

depreciated

60%

depreciated

40%

depreciated

20%

depreciated

10%

depreciated

1 500 1000 1500 2000 2250

2 500 1000 1500 2000 2250

3 500 1000 1500 2000 2250

4 750 1500 2250 3000 3375

5 750 1500 2250 3000 3375

6 750 1500 2250 3000 3375

7 1000 2000 3000 4000 4500

8 1000 2000 3000 4000 4500

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9 1000 2000 3000 4000 4500

10 1250 2500 3750 5000 5625

··· ··· ··· ··· ··· ···

Renovation cost remains unchanged after ten renovations.

Vitality Index

1) Every time a building is renovated and every time a player (robot not included) works at the building,

the building's vitality index will increase.

2) Building Vitality Index = Total number of renovations *1,000 + Total player work times

3) The vitality index is necessary for business buildings to upgrade its star level which will affect the

assessment of the star industry zone of the land.

Upgrading

1) Some buildings can be upgraded. Among them, hi-end buildings can be upgraded up to Lv 5. Starting

from Lv 4, each time a building levels up, NASH equal to 20% of the upgrade cost will be consumed in

addition to necessary materials.

2) Upgrading requires hi-tech materials in addition to basic building materials.

3) Successful upgrading restores charges of the building, and brings about the following effects:

a) improves maximum work times,

b) shortens the restoration time of work times,

c) improves prosperity value,

d) improves corresponding business sector value,

e) increases regular revenue of buildings,

f) increases unit work income.

The job offered by a building will change as the building levels up. Correspondingly, the work income

will increase and so will the happiness requirements. In the current version, the job description will

change when hi-end buildings are upgraded to Lv 1, Lv 3 and Lv 5. Once upgraded, different buildings

will offer different types and magnitudes of enhancement.

what effects are enhanced and how much they are enhanced vary with different buildings. Effects vary

according to the type of building.

Landowners can set work subsidies for their common and hi-end buildings, in the same way as hi-tech

materials factories.

Info Screen

In a building’s Info Screen, owners can view the number of supporters and materials provided by each

person regarding buildings under construction, upgrading or renovation.

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Job Description and Enjoyability

“Job Description” and “Enjoyability” can be viewed at business buildings (both common & high-end). A

building will provide more types of jobs as its level improves. Different jobs provide different income,

require different skills and proficiency levels, and have different Enjoyability. For example, a stadium

provides two kinds of jobs, i.e. “lawn maintenance” and “event organization.” The latter pays better but

has higher skill requirements.

“Enjoyability” requires a minimum happiness value of a working player: >800 for “challenging”

jobs, >500 for “interesting” jobs, >300 for “ordinary” jobs, and no requirement for “tedious” jobs.

Collaborative revenue

5.3 Tourist attraction

1) A tourist attraction is an iconic building in an area. Players passing by the area can “visit” the building

to relax (and get ready to more work). A visit recovers the visitor’s energy by 5 points. Each player can

visit each tourist attraction one time per day.

2) Effective visit to tourist attractions (visit that recovers energy) is capped as three time a day by default.

Players can improve recreational skills to raise the upper limit.

3) When building a new tourist attraction, players need to make sure there is no existing tourist attraction

in that area. “Area” refers to a 3*3 grid including the current piece of land as the center and eight

surrounding pieces. In other words, there is only one tourist attraction in any 3*3 grid.

4) It requires large amounts of buildings materials to build a tourist attraction (the same as a high-end

building). Moreover, an area needs to reach certain prosperity and business sector values to support a

tourist attraction.

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5) Owners of tourist attractions may charge an entry fee between 10-100 NASH. As a result, tourist

attractions will not only increase traffic and benefit a community as a whole, but also bring profits.

The White House of Tourist attraction

5.4 Dice machine

Players can select dice machine from functional buildings, purchase and place them on their own lands.

Players may use dice machines in creative ways.

5.5 Invitation code generator

As NeoWorld’s beta version closed, early invitation code generators are out of use. Players can demolish

generators and receive full refund, or keep them for future use.

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5.6 R&D building

R&D building is a new type of building, from which a large number of items will be produced in the

future. For example, electric vehicles factory can develop electric vehicles. The mechanisms of R&D

buildings are as follows:

1) To construct an R&D building, the technology value of a certain piece of land should meet

requirements.

2) Based on the technology index of the land, R&D buildings will increase the corresponding R&D

progress on an hourly basis. The higher the technology index of the land, the faster the R&D will be;

3) When the R&D progress reaches the maximum, the building owner can collect the corresponding

product.

4) Other players can use the "R&D" function on the building, which will deduct a work time and

accelerate the corresponding R&D progress. The higher technology index of a player, the more R&D

progress a building will pick up. However, the R&D progress increased by other players should not

exceed 70% of the total value.

5) The building owner can set up R&D bonus for R&D buildings. After setting up the R&D bonus, each

player can get the corresponding NASH as a bonus for each R&D.

The current version provides the following R&D buildings:

1) Hi-tech material factory

Hi-tech material factory is an R&D building that produces hi-tech materials. However, it requires a certain

amount of hi-tech materials to build such a factory.

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2) Rare ore mining plant

Rare ore mining factory is an R&D building that produces Rare Ore (abbr. RO) exclusive to each continent.

It requires a certain amount of hi-tech materials to build such a factory.

3) Intelligent Robot Factory

a) There is a manufacturing building where R&D can be done as well in the construction interface:

intelligent robot factory. After construction, players can choose the R&D plan for the factory on their

own, in other words, the players can decide which items the factory should produce. At present, the

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intelligent robot factory can be used for the R&D of the "Intelligent No. 1" robot; more models of

intelligent robots will be available in the future. The production of "Intelligent 1" robots requires steel

and hi-tech materials.

b) The R&D process is similar to that of R&D buildings such as hi-tech materials plants: The R&D

speed of the intelligent robot factory is associated with the technology index of the land. The higher the

technology index, the faster the R&D will be; other players can help to accelerate the R&D progress;

the building owner can use NASH to subsidize other players.

c) Each time R&D is completed, a player can find intelligent robot in the corresponding warehouse on

the continent. The player needs to choose the R&D plan again to start another round of R&D.

4)Tent R&D factory

a) There is an R&D building named “tent R&D factory” on the construction page. Players may make R&D

plans for the factory upon completion, i.e. what kind of item to produce. At present, there are two R&D

plans available, i.e. “standard tent” and “superior tent.” Different plans consume different materials.

Standard tents require no material at all, while each superior tent consumes one unit of hi-tech material.

b) The R&D process of tent factories is similar to that of R&D buildings. The rate of R&D is linked to the

technology value of the land, i.e. the higher technology value, the faster the R&D process. Other players

can facilitate and expedite the R&D process of a tent factory. Owner of the factory may set a subsidy in

NASH for other players who contributed in the R&D process.

c) Upon completion of each R&D process, tents will be available in the warehouse. Players will need to

select R&D plan once again for the next operation. S

d) We will continue to optimize player experience regarding R&D buildings. In the future, players will be

able to produce more functional items through this mechanism.

5.7 Large-scale laboratory

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Large-scale laboratory falls into the category of decorative buildings. Large-scale laboratories increase

the technology value of lands, and provide additional technology value when upgraded. Players can build

multiple large-scale laboratories on a single piece of land.

5.8 Material Exchange

Players who own land parcels can build an important functional building named “Material Exchange”, of

which requirements are as follows:

1) Only level 2 (and above) verified players are eligible to build Material Exchanges.

2) There is only one Material Exchange in any 3*3 grid area.

3) The basic cost of a Material Exchange is 1,000,000 NASH. Large amounts of standard materials and hi-

tech materials are required.

4) Construction subsidy is enabled for the exchange building. The landowner can increase the subsidy

for each material.

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Select “open” upon completion, and a Material Exchange will open. Trading rules are detailed as follows:

1) Players can put up orders to buy and sell materials. Meanwhile, players can trade with existing buying

and selling orders.

2) At present, four materials are available for trade, i.e. timber, stone, steel and hi-tech material.

3) Orders are exclusive at the Exchange where they are posted.

4) A commission applies after each transaction is completed. Commissions are borne by sellers and

comprise three parts:

a) Basic commission of 5‰ which goes to NeoWorld team.

b) Public commission of 5‰ which goes to continental treasury. In the future, the ratio of public

commission will be decided by the Lord’s proposals.

c) Agency commission which is defined and collected by the owner of the Exchange (from 1% to

10%).

Material Exchanges can be demolished at any time regardless of duration or demolition coefficient.

However, players can only recover 50% of the cost. So please be careful investing Material Exchanges. To

demolish a Material Exchange, players may select “close” at first, and demolish the Exchange when all

orders are cleared.

5.9 Item Shop

1. There is a functional building named “Item Shop” on the construction page. Once an Item Shop is built,

the owner can list inactive items for sale. 。

2. In the current version, players are able to sell the following items: standard tent, superior tent,

treasure map, Zodiac modules, and clothes.

3.The owner of the shop needs to pay a 2% commission when each transaction is closed.

4. In the near future, the redecoration function for Item Shops will be launched, which enables players

to select their favorite shop appearance. Future versions will support customized shop wall for players

to do promotion or advertising.

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5.10 Supermarket

1. There is a functional building named “Supermarket” on the construction page. A Supermarket takes

the same requirements and cost same as a Material Exchange

2. All players can sell items or buildings online via “supermarket” yet commissions apply. Commission

comprises three parts:

a) Basic commission of 1% which goes to NeoWorld Team.

b) Public commission of 1% which goes to continental treasury. In the future, the ratio of public

commission will be decided by the Lord’s proposals.

c) Agency commission which is defined and collected by the owner of the supermarket (from 1% to 10%).

5.11 DIY Creative building

Street signs and large billboards. Players can enter any text on the buildings, which will appear in

NeoWorld virtual environment.

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5.12 Decorative building

Decorative buildings, e.g. basketball courts, motor boats, fountains, garden decorations, etc., cannot

generate any income. However, some decorative buildings can improve the prosperity value or greening

value of lands. Different decorative buildings are of different greening values and star ratings.

5.13 Rare Buildings

1) Rare buildings have one or more specific features. There are 8 rare buildings in the current

version. Among them, B&Bs, clubs, hotels, teahouses, aquariums, and theaters help to boost

happiness, and vehicle factory MK2 and Capsule Prize Hut enable the research, development, and

production of two-wheeled vehicles.

2) Rare buildings are buildings whose numbers are limited across the World. The total number of

each rare building is 100. Once the total number of a certain type of rare building reaches 100, no

one can build such type of rare building any more.

3) Constructing rare buildings consumes modules, materials and NASH. Different rare buildings have

different building conditions. When building rare buildings, players should first choose the

corresponding continent. After these buildings are completed, they will appear in the continent’s

warehouse.

4) The number of a single type of rare buildings that can be built on each continent is limited, and it

depends on the continent development index. The higher the index is, the higher the upper limit

of a type of rare buildings will be. However, the maximum number is 20.

5) Rare buildings that boost happiness can be upgraded. An upgrades requires a certain amount of

NASH and no materials or modules.

6) Upon a successful upgrade, the maximum number of a building’s usage count will be increased,

and the recovery of usage count will speed up.

7) The default recovery time for Lv 1 rare buildings is 30 minutes, and each recovery includes 3

charges, that is, 144 times per day. Upgrades can increase the total number of daily recoveries.

8) Expenses paid at rare buildings are subject to a 1% NASH commission.

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Rare Building: Opera House

Capsule Prize Hut

1) The capsule prize hut requires 2 Libra modules, 2 Scorpio modules, 2 Capricorn modules, 500 hi-tech

materials, and 10,000 NASH;

2) The total number of capsule prize huts is limited at 500, shared among different continents based on

their respective development values, as follows:

Continental Development Value Number Available

2000000 10

4000000 20

8000000 30

16000000 40

32000000 50

48000000 60

64000000 70

80000000 80

3) The owner can deposit his/her items in the capsule prize hut and set the number of items for each

prize as well as the total number of draws available for the items;

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4) A prize value, which determines the probability of winning a prize, can be set separately for each

item. The higher the prize value, the more likely an item is to be drawn;

5) The owner can set a prize for each draw at the capsule prize hut while visiting players may draw

items from the hut. The owner may withdraw lucky draw incomes from the capsule prize hut, which

are subject to a 2% commission upon withdrawal.

5.14 "Smart One" Robot 1) "Smart One" is a functional building that can transform the popularity index of a piece of land into

action points and assist the land owner in working in the building on the land. Smart One robots can be

stored in the warehouse and can be traded in personal stores and supermarkets in the corresponding

hypermarket.

2) The initial power of the robot is 100%. A player can only use "Auto-work" function once every day,

which will consume 10% of the power each time. Once placed, the robot will not be relocated to the

warehouse or removed until the battery is exhausted; it will be automatically removed when the battery

is exhausted.

3) The robots consume not only electricity, but also "action points" based on the business value increase.

The initial action point of the robot is zero. A player can make the robot read the popularity index of the

land and convert it into his own action points by 1:10; this can be done only once every day. The

maximum action points will not exceed 10,000 points.

4) When the auto-work is initiated, the robot will choose to work in buildings which have not reached

the daily limit of its business value and have the longest duration on the land. It will then work until the

daily maximum business value. Every time auto-work is used, the action points of a building will be

consumed (action points: business value = 1:1). If the remaining action points of a building are

insufficient when the auto-work is halfway through, business value will still be awarded to the building

for the spent action points. The auto-work end after all action points are expended.

5.15 The "Tourist Attraction" Attribute of Buildings 1) The following buildings have the "Tourist Attraction" attribute and have corresponding attraction

levels:

Building Level

Prime Land Monument 10

Wonder 5

Hundred-Day Monument 5

Jinx Monument 2

Other Tourist Attractions 2

The White House 1

Other Buildings None

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2) The land where the tourist attraction is located provides "Like" function to players who visit the land.

After clicking "Like", a player’s current happiness value will increase by 10 and the popularity index of

the adjacent eight pieces of land will increase accordingly (only once every day).

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6 Wonder System

6.1 The positioning of wonders

The Forbidden City of the First Continent

1) Each continent has seven specific wonders. And players can only build the seven wonders on the

corresponding continent.

2) Each wonder is unique in its name and appearance.

A wonder is huge in size and takes almost the entire piece of land.

3)The start-up time of the wonder on a new continent will be controlled by the development index of the

continent.

4)Once a player owns a wonder, he/she will automatically become a supernode of the continent where the

wonder is located.

Supernodes have the right to vote for and impeach the Lord of the continent.

5)Each completed wonder can be configured with a wish (chosen by the owner in the pool of wishes).

6)Other players who make a wish at the wonder can achieve corresponding results described by the wish.

NASH Prosperity Commercial Industrial Service Culture Wood Stone Steel Hi-tech

Sydney Opera House 1 m 42850 60000 10500 10500 12000 1 m 1 m 28 m 50 k

Stonehenge 1 m 35850 12000 52500 10500 12000 1 m 14.5 m 14.5 m 50 k

Forbidden City 1 m 36650 12000 10500 52500 12000 28 m 1 m 1 m 50 k

Cristo Redentor 1 m 35450 12000 10500 10500 60000 1 m 28 m 1 m 50 k

Avengers Tower 1 m 39350 36000 31500 10500 12000 14.5 m 14.5 m 1 m 50 k

Hanging Gardens 1 m 36050 12000 10500 31500 36000 14.5 m 1 m 14.5 m 50 k

Leaning Tower 1 m 37700 24000 21000 21000 24000 10 m 10 m 10 m 50 k

Chichen Itza 1 m 42850 60000 10500 10500 12000 1 m 1 m 28 m 50 k

The Ruhr 1 m 35850 12000 52500 10500 12000 1 m 14.5 m 14.5 m 50 k

Hagia Sophia 1 m 36650 12000 10500 52500 12000 28 m 1 m 1 m 50 k

The Colosseum 1 m 35450 12000 10500 10500 60000 1 m 28 m 1 m 50 k

The Pyramid 1 m 39350 36000 31500 10500 12000 14.5 m 14.5 m 1 m 50 k

Great Zimbabwe 1 m 36050 12000 10500 31500 36000 14.5 m 1 m 14.5 m 50 k

Terracotta Army 1 m 37700 24000 21000 21000 24000 10 m 10 m 10 m 50 k

Second

Continent WonderPurchase costs and requirements Construction costs

First

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6.2 The Construction of Wonders

1)Each player can only build one wonder in NeoWorld.

That is, if player A has completed a wonder on the First Continent, Player A will not be able to build a second

wonder on the First Continent, or any other wonder on other continents.

2) In the "Wonder" category of the construction page, a player can choose the wonder he/she seeks to

build.

To build a wonder, an area (3*3 grid) must be able to meet prosperity, business sector values and other

requirements.

3) As the continent development index increases, more types of wonders will become available. In other

words, when the index reaches 4 million, only one type of wonder can be built on the continent. When a

player builds the first wonder on an eligible piece of land, the type of wonder is determined and other

players can only choose the same wonder if they want to build one. When the continent development

index reaches 5.5 million, players on the continent will be able to build a second type of wonder, and the

type will again be determined by the wonder that is first built. The rules apply to any other types of wonder

built later.

4) A minimum distance of five pieces of land is required for two wonders on the same continent.

Therefore, if there already is a wonder within an 11*11 grid, no player can build a new wonder here.

However, wonders built on two continents are not subject to this restriction.

5) The 8 pieces of land adjacent to the piece where a wonder is built must all be owned by the wonder

builder.

6) The number of Wonders that can be built on a continent is limited by the corresponding development

index. The relationship between the continent development value and the number of types of wonders

that can be built is as follows:

Development Index Types of Wonders Available

4 million 1

5.5 million 2

7 million 3

8.5 million 4

10 million 5

11.5 million 6

13 million 7

7) The construction requires a large number of common materials and hi-tech materials. The total

number of the popularity index of the land where the wonder is built and the eight adjacent pieces will

limit the daily maximum number of materials used for boosting wonder by all players. The wonder

owners will also be subject to this restriction. When boosting wonders, each common material occupies

one point and each hi-tech material occupies 200 points. Please find below the detailed relationship

between the popularity index and the limit of materials used for boosting wonders: when all the required

number of materials is fully reached, the wonder will be completed. The relationship between the land

popularity index and the limit of materials used for boosting wonders is shown in the following table:

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Total Popularity Index of 3x3

Grid

Material Placement Limit

of Other Players

Material Placement Limit of

Wonder Owners

0- 1,000 100,000

500- 3,000 300,000

1,000- 4,500 450,000

3,000- 5,500 550,000

5,000- 6,500 650,000

10,000- 7,250 725,000

15,000- 8,000 800,000

20,000- 8,600 860,000

30,000- 9,200 920,000

40,000- 9,600 960,000

50,000- 10,000 1,000,000

(First Row: Sum of the popularity values of the area; wonder owner; other players)

8) Once the continental development value prerequisites for the construction of a wonder are met, the player

wishing to build the wonder can purchase and deploy the wonder, but anyway who wish to invest materials

towards its construction must wait until 20:00 of the day.

9) Among identical wonders being built simultaneously, a player can choose to invest in only one wonder.

10) The owner of an unaccomplished wonder can set up subsidies for players that contribute to the

construction of the wonder for each kind of material.

11) Once the construction of a wonder begins, the cap of material investment will be updated at midnight

every day if the construction is not completed on the previous day. A player may choose which wonder to

place his/her materials again.

12) Once the construction of a wonder begins, the corresponding amount of NASH should be given to players

that contribute to the construction of the wonder with materials.

In addition, the system will provide additional subsidies for each material, and the longer time a wonder takes,

the greater amounts of subsidies (the owner of the building is not eligible to the subsidies). System subsidies

are detailed as follows:

Even if the total bonus pool for the wonder is insufficient, other players can continue providing the wonder

with material until it is completed.

Time Material Subsidy Price Unit

0-24h Timber / Stone / Steel 0

NASH/Unit

Hi-Tech Material 0

24h-48h Timber / Stone / Steel 0.01

Hi-Tech Material 2

48h-72h Timber / Stone / Steel 0.02

Hi-Tech Material 4

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72h-96h Timber / Stone / Steel 0.03

Hi-Tech Material 6

96h-120h Timber / Stone / Steel 0.04

Hi-Tech Material 8

> 120h Timber / Stone / Steel 0.05

Hi-Tech Material 10

(First Row: Time; Materials; Subsidy; Unit. Second Row, second column: (upper) wood/stone/steel, (lower) hi-

tech; last column: NASH/unit)

13) Wonders that have already been built on a continent are unavailable for construction.

If a wonder is under construction but not yet completed on a continent, players are free to start construction

and compete with each other.

All players can view the progress of unaccomplished wonders on this continent.

Once a wonder is built, other wonders of same name will be forcibly suspended and demolished. NASH and

materials invested in the projects will be partly returned according the ranking of progress.

Return rules are as follows:

Ranking Cost Refunded (NASH) % of Materials Refunded

Second 950,000 50%

Third 950,000 40%

Fourth 950,000 30%

Fifth 950,000 20%

Sixth and thereafter 950,000 10%

14) Completed wonders cannot be demolished. Wonders under construction cannot be demolished at

owner’s request.

15) Ranking prizes will be awarded for the construction of wonders. Builders of the seven wonders will share

a total of 210,000 ROs according to their ranking and their corresponding continental contribution. The RO

reward will be distributed based on their continental contribution value.

Ranking RO Reward Contribution

1 70,000 170,000

2 38,000 150,000

3 30,000 130,000

4 25,000 110,000

5 20,000 90,000

6 15,000 70,000

7 12,000 50,000

When a wonder is completed, the RO rewards obtained by the wonder owner will be unlocked and

distributed based on different players' continental contribution value. The relationship is as follows:

Continental contribution value Proportion

Obtain upon completion 25%

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100000 25%

200000 25%

300000 25%

16) Surprise prize will be will be awarded for the construction of wonders. After each wonder is built, 10

players will be randomly selected from the top 1,000 material donors, and each of them will receive

1,000 ROs as a surprise prize.

17) “Late Mover Advantage” mechanism. If a wonder has not been completed within 24 hours since

construction, other players can initiate the “Late Mover Advantage” mechanism when they are building

the same wonder, i.e., they can double the construction cost and directly reach half of the first builder’s

progress. If a player fails to build a wonder even with the “counteraction” mechanism initiated, he/she

will not be ranked. Instead, 95% of the construction cost (2 million) and 50% of the materials collected

by the player who builds the wonder during construction will be refunded (i.e., the refund will not

include the cost and materials induced by the “Late Mover Advantage” mechanism).

18) Before wishes are configured, the completed wonders are purely ornamental (some can be climbed)

and other players are not able to make wishes there.

19) A wonder owner can choose one wish from the wish pool for the wonder after it is built. One wish

can only be chosen by one wonder on the same continent on a first-come-first-served basis. The wonder

owner can change the wonder’s wish at any time but can only choose from wishes that have not been

chosen by other wonder owners on the continent. Each time a wish is changed, it cannot be changed

again within 24 hours. Each change of wish costs 5,000 NASH.

6.3 “Happy Hours”

The 24 hours after the completion of a wonder is called the “Happy Hours.” During Happy Hours, all

players can invest ROs in the wonder, and the invested ROs will be locked and returned 24 hours after

all the Seven Wonders on the continent are completed. After Happy Hours, players who have invested

ROs will be rewarded with corresponding ROs according to the quantity of ROs invested and the

following rules:

a) A wonder owner can invest 40,000 ROs at most in his/her own wonder. After Happy Hours, the

owner will receive corresponding ROs at a ratio of 1:0.25, with the reward no more than 10,000

ROs. If the reward is less than 10,000 ROs, the remaining ROs will be transferred to the public

reward pool.

b) After Happy Hours, the ROs in the public reward pool will be shared by players except the owner

according to the total quantity of ROs (no upper limit) invested in the wonder. The public reward

pool is equal to 50,000 ROs plus the remaining ROs transferred from the owner’s pool.

c) The quantity of ROs that other players invest in a wonder is limited by the amount of materials

they have donated to the wonder. The details are as follows:

Total Materials Invested RO Investment Capped at

0 10

1,000 100

2,000 500

3,000 No Cap

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d) The wonder owner can invest unlimited ROs while participating in Happy Hours of other wonders

on the continent.

6.4 Make wishes at wonders

1)There are all sorts of wishes in the wish pool. The pool in the current version only provides nine wishes. In

the future, it will be eventually expanded to 1,001.

2)Wishes on the same continent are mutually exclusive.

That is, if wonder A has chosen the No.1 wish, then wonder B will no longer be able to choose the No.1

wish.

If the first six wonders on a continent have chosen No.1-6 wishes, then the last one will have to choose the

No. 7.

3)Wonders on different continents can choose the same wish. However, each player can only make the same

wish once a day. That is, if Wonder A on the first continent has chosen the No.1 wish, Wonder B on the second

continent can still go with the No.1 wish (given that the No.1 Wish has not been chosen by any other wonder

on the Second Continent).

However, a player who made a wish at Wonder A will not be able to make a wish at wonder B on the same

day.

4)Every time a wish is made, it costs the RO of the continent where the wonder is located.

The amount of RO required for each wish is set by the wonder owner between 1 RO and 10 RO.

RO used for wishing belongs to the owner of the wonder.

5)The wonder owner can set minimum contribution requirements for wishes, i.e. allow only players

with continental contribution above a certain threshold to make wishes.

6.5 The charging of wonders

1) Each wonder provides 1000 wishing points by default. Each wish costs one point. When wishing point

becomes zero, players will not be able to make a wish again.

2)The owner can charge the wonder once the wishing charges are depleted. The owner may choose when

to charge during a specific time window and spend the respective RO of the continent to charge the wonder.

3)50% of RO invested in charging will be returned to the mining pool, and other 50% outputted via treasure

map.

6.6 Wish list

In the current version, the following wishes are available:

1) Secret treasure

You will have a 100% chance of receiving a treasure map.

2) Model worker

Restore 50% of max. energy.

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3) Motivation boost

Players may receive up to ten effective encouragements on the same day, and the benefits of an effective

encouragement increase to 10 times of the original.

4)Speeding up

Restore happiness by 200, and double material gains from production operations at mining factories (timber

factories, stone factories and steel factories).

5) Super lottery

Players will have a 1% chance to win 50,000 NASH, and a 99% chance to receive 1 NASH and an item named

"unlucky guy.”

Players will be able to exchange “unlucky guy” for other items in the future.

6) Superstar.

Enjoy "super star" treatment on that day, including:

a)The name above the head of the avatar will be in a special color.

b)Avatar name in the chat channel will be in a special color.

c)Every effective interaction with any building (work, production, or R&D) will improve the popularity value

of the land by three points rather than one point.

7)Checking in

Receive a random decorative building, which might be a mini souvenir version of one of the seven wonders

on the continent, or a general decorative building in the wonder series. These buildings can be sold in stores.

8)Name Change

Players can modify the nicknames of their Avatars by making such a wish. However, each player only has

one chance to change nickname.

9)After night comes the day.

It takes 10 pieces of the "unlucky guy" items to make the wish. Players may receive 3 to 12 RO of the current

continent, or a decorative building named “bad luck monument” in the case of terrible luck.

10)Epiphany. After a player makes a wish, the player’s skill points will be reset, which does not conflict

with the player’s weekly skill points reset opportunity.

11)Globetrotting. After making a wish, the player will be given 3 more chances for effective sightseeing

at that day.

12)Let’s Dice. After making a wish, the player playing the dice rolling machine will get a NASH bonus of

100 times the dice number. The bonus dice can be rolled for 3 times.

13) Time Counts: The wish eliminates any CD for work or R&D of the wish maker’

14) Warping: The wish grants 30 warping beacons on the current continent. By using the item, the player can

teleport to the respective marked location free of charge. The rules are as follows:

a) Each beacon can be used to “mark” one set of land coordinates on the current continent. After marking the

coordinates, the player can teleport to the location by “warping” without paying the teleportation fee.

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b) After marking the coordinates, the player have to wait 8 hours before he/she can change the coordinates.

The CD timers for beacons on different continents are separate and independent of each other;

c) Each time a player warps, a beacon will be spent. Beacons are stackable in the backpack. Once all beacons

for a continent are used, the player will have to redefine the coordinates for newly obtained beacons.

6.7 “Wonder Day” Activity

When all the Seven Wonders are built on a continent, the “Wonder Day” activity on the continent will

be activated at 0 o’clock on the second day and it will last for 72 hours. During the activity:

1) Only 80% of the original ROs need to be consumed for charging the wonder. Other rules remain

unchanged. For example, if the wonder owner chooses to charge the wonder in a “radical” way,

only 880 ROs will be required during the activity instead of the original 1,100 ROs.

2) All players’ work income doubles. During the activity, players working in business and hi-end

buildings can get an extra work bonus besides their original income.

3) The basic income of business and hi-end buildings increases by 30%. During the activity, when

players collect the income of business and hi-end buildings, they will get an additional income

equal to 30% of the actual basic income. The bonus income will be delivered via Bills with a freeze

period of 14 days.

4) All players can receive refund. During the activity, players who have purchased and built non-

manufacturing buildings (standard buildings and high-end buildings only) will receive a refund

equal to 10% of the cost at the end of the activity. The refund for one player is capped at 100,000

NASH, which will be delivered via Bills with a freeze period of 14 days.

5) During the activity, each successful visit to a tourist attraction will increase happiness by 50.

6.8 Faith Index of Wonder

The wonder’s faith index reflects how well the owner is managing the wonder and its contribution to the

continental development. The index is increased when:

1) A wonder is charged;

2) A player makes a wish, if contribution requirements are in existence;

——————————————————————

The detailed formulae for calculating the faith index are as follows (for reference only):

1) When the owner charges the wonder:

Increase in Faith Index = Base Number * Coefficient

Base number is calculated as: 1,000 * Continental Contribution / Continental Development Value + 100;

Coefficient is calculated as follows:

a) If the interval between the current charging and the end of the last charging is ≤120 hours, the

coefficient = (2 * consumption rate of charges) + (charging interval in hours/48-0.5);

b) If the interval between the current charging and the end of the last charging is >120 hours, the

coefficient = (2 * consumption rate of charges) + (4.5 - charging interval in hours/48);

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2) Each time a player makes a wish at the wonder, the faith index is increased based on the current

contribution requirements of the wish. The formula is: Increase in Faith Index = Contribution Requirement of

the Wish / 100

——————————————————————

6.9 Upgrading Wonders

1) All seven wonders must first be completed before wonders can be upgraded. However, the faith index of

each wonder will increase after its completion as the owner charges the wonder and as players make wishes;

2) Upgrading a wonder offers the following effects:

a) Multiple wishes in the wish pool

b) More wishes available at the wonder

c) Enhanced charging efficiency

3) To upgrade a wonder to level 2, the owner needs a faith index of 3,000 or more along with materials and

NASH. A Lv 2 wonder will offer up to 2 wishes while the number of wishes and charging efficiency remain

unchanged.

4) To upgrade a wonder to level 2, the owner needs a faith index of 8,000 or more.

Once upgraded:

a) The number of wishes increases to 1,200;

b) The charging efficiency is enhanced. RO expense for charging is reduced from 90%~110% to 80% ~100%.

In another word, for the same charging time, the higher the level of wonder, the fewer the ROs spent.

Notes:

1) Once a wonder is upgraded, the owner can configure 1 or 2 wishes. Each change of configuration requires

5,000 NASH and a 24-hour CD;

2) The wonder owner can set a price and continental contribution requirement for each individual wonder.

Each change of price requires 1,000 NASH;

3) The same wish cannot be offered by multiple wonders on the same continent. A player can make only one

wish at a single wonder.

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7 Materials and Items

7.1 Hi-Tech Materials

Hi-tech materials are the advanced materials in NeoWorld and can be used to upgrade buildings.

7.2 Rare Ore

Each continent has its exclusive resource, Rare Ore, abbreviated RO.

NeoWorld has a standard exchange for all the ROs from different continents.

The RO exchange can be accessed from the Main Page, (upper left) Wallet Area. V2 level verified players

can participate in the buy and sell of Ros.

The seller of RO will have to pay a 2% commission.

7.3 Treasure Map

Treasure map is an item that appears in players’ bags. According to locational hints in treasure maps, players

can travel to corresponding lands to dig for treasure. Players may receive waste or treasure.

1. Treasure maps in players’ bags can be used for treasure hunts. For now, players can only hunt for treasure

on the first continent. In future versions, players will be able to hunt for treasure on all continents.

2. Players can select treasure map in their bags and start “digging.” If the treasure is not buried on the current

piece of land, treasure maps will inform players of the estimated distance between the treasure location and

the current piece of land. Players need to repeat the process to measure and confirm the coordinates of the

treasure. Players need to “dig” again after arriving at treasure locations. Each successful digging costs 25

points of vitality.

3. At present, treasure maps allocate rewards according to player location (continent on which a player

“detects” treasure). For example, if a player “detects” treasure on the first continent, he/she might receive

ROA; if a player “detects” treasure on the second continent, he/she might receive ROB, and so on and so forth.

4. Treasure comes in three forms: 1) NASH, 2) RO of the current continent (for example, ROA for the first

continent, and so on), and 3) special objects. Currently, special objects include:

a) Zodiac modules. Zodiac modules refer to 12 items that are used for synthesizing rare buildings. In the future,

Zodiac modules will be provided by means of treasure map on a periodic basis. Provision frequency and

probability will be decided by each continent Lord.

b) Dragon Balls. A player can summon a wish-granting Shenron and make a wish after collecting all

seven Dragon Balls on his/her continent. After the November 3, 2018 version update, no more Dragon

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Ball would be generated for a while and new items like "Poker" and "Purple Bull Drinks" were

introduced.

c) "Poker" includes: spade 2, spade 8, spade 9, heart A, heart K, club A, club K, diamond A, diamond K,

the big joker, and the little joker.

5. Drinking Purple Bull can increase happiness by 50 points.

All items above are available and can be traded in item shops.

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8 Avatar

8.1 Avatar Attributes

Click the Avatar icon on the main page to open the Avatar Info Screen. This Screen is to show the Avatar’s

various information including assets and attributes.

Happiness Value

The happiness value of a player is capped at 1,000. The following actions will decrease happiness:

1) When a player performs a work or R&D action, 5 happiness will be spent for each point of energy used.

Happiness value determines whether a player can work at buildings with different levels of enjoyability.

When happiness value reaches 0, the player will be unable to perform any work actions:

Happiness Value Job Enjoyability Prompt for Ineligible Happiness

800-1,000 Challenging Require happiness of 800 or above to work at this

building.

500-800 Interesting Require happiness of 500 or above to work at this

building.

300-500 Ordinary Require happiness of 300 or above to work at this

building.

0-300 Tedious Happiness too low to work.

2) When a player performs a gathering/production action, 5 happiness will be spent. When a player

gathers/produces on NEOLAND, 10 happiness will be spent.

3) When a player uses a treasure map, 25 happiness will be spent.

4) Happiness can be restored in the following ways:

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a) “Relax” at a residence. The higher the “Comfort” level of the residence, the more the happiness restored.

Refer to 12.2/4/a for more details;

b) A player can also restore happiness at rare buildings, as follows:

Name of Building Happiness Restored

B&B/Teahouse 50

Club/Aquarium 100

Hotel/Theater 200

Chinese Restaurant on

NEOLAND 200

SPA on NEOLAND 200

Flower Shop on

NEOLAND 200

c) Wish at wonders: Speeding Up. Making the wish restores 200 happiness instantly and grants double

material gains for production and gathering during the day;

d) Click “Like” to restore 10 happiness;

e) Click ”Take a Rest” to restore 30 happiness;

f) Drink a Purple Bull to restore 50 happiness.

Tents will be temporarily unavailable while the function is modified.

Energy

A new player starts with 30 energy points. He/she can increase the energy cap by training the “Workaholic”

skill. When a player performs a work or R&D action, energy will be used;

1) A player can restore energy in the following ways

a) “Rest” at a residence. The higher the happiness value when resting, the more the energy restored;

Happiness Energy Restored

800-1,000 100%

500-800 80%

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300-500 50%

0-300 30%

b) Wish at wonders: Model Worker. Making the wish restores 50% of the max. energy;

c) Each successful visit to a tourist attraction restores 5 energy points.

Tax Payer Level

Tax Payer Level reflects the players' experience and community participation in the virtual world.

Accomplishments and achievements can increase an avatar’s tax payer level.

The tax payer level of a player, starting at Lv 1 and capped at Lv 50, goes up as the player acquires tax

payer exp, which can be obtained in the following ways:

1) Use “Experience Chip” items to earn additional tax payer exp, as follows:

Name Increase in Tax Payer Exp

Experience Chip S 2,500

Experience Chip M 10,000

Experience Chip L 100,000

2) Obtain achievements after the Achievement system is available;

3) Earn 1 tax payer exp for every 1 NASH paid on commissions for the following:

Activity Description Tax Payer

Exp

Awarded to

Subsidy for the

Construction of Wonders

When a player injects subsidy funds, Tax Payer Exp equal to 2% of

the injected NASH are awarded.

Owner Subsidy for R&D When a player injects subsidy funds, Tax Payer Exp equal to 2% of

the injected NASH are awarded.

Subsidy for Buildings When a player injects subsidy funds, Tax Payer Exp equal to 2% of

the injected NASH are awarded.

Material Exchange For each successful material transaction, Tax Payer Exp equal to

0.5% of the transaction amount are awarded to the buyer.

Buyer

RO Trading For each successful RO transaction, Tax Payer Exp equal to 2% of

the transaction amount are awarded to the buyer.

Personal Shop For each successful item transaction, Tax Payer Exp equal to 2% of

the transaction amount are awarded to the buyer.

Hypermarket For each successful item transaction, Tax Payer Exp equal to 1% of

the transaction amount are awarded to the buyer.

Visits to Tourist

Attractions

For each successful visit to a tourist attraction, Tax Payer Exp equal

to 2% of the NASH admission fee are awarded. Visitor

Tipping When a player tips, Tax Payer Exp equal to 1% of the tipping

amount will be awarded to the tipper. Tipper

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Using Rare Buildings When a player performs a successful action at a rare building

(resting/relaxing/lucky draw), Tax Payer Exp equal to 1% of the

expenditure will be awarded.

Payer

The Tax Payer Level of a player affects two things: the freeze period of bills; and the incentive for Friend

Invitation. The detailed rules will be released with the update next week.

Fame Level

It reflects the popularity and influence of players in the virtual world. Fame level can be accumulated

by wearing badges and participating in activities.

Fashion Level

Fashion level reflects the player's individual expression and aesthetic sense in the virtual world. Fashion

level can be accumulated by wearing special dress and riding special vehicles.

Continental Contribution

The continental contribution value reflects the contribution of a player to the construction of a particular

continent. It will also have an impact on whether the player can build some buildings in a particular

content and the quantity of buildings and his eligibility to participate in important campaigns in the

continent. The current continental contribution value mainly depends on:

a) The quantity and quality of business buildings (standard and high-end) built on a particular continent

by a player.

b) When a player builds a tourist attraction or a rare building, the player’s continental contribution will

increase; the increment varies with different buildings.

Tourist Attraction Effect on Continental Contribution

The White House 1,435

The Eiffel Tower 2,240

The Empire State Building 2,490

The Lincoln Memorial 2,300

The World Trade Center 2,855

The Space Needle 3,035

Rare Buildings Effect on Continental Contribution

B & B 5,000

Club 7,500

Hotel 10,000

Teahouse 5,000

Aquarium 7,500

Theater 10,000

Vehicle Factory MK2 7,500

c) A player will be awarded 5 continental contribution points for each piece of land the player owns on

the corresponding continent.

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d) A player will be awarded continental contribution for his/her expenditures. Currently, eligible

expenditures include only those for restoring happiness at rare buildings. Gains in contribution value

arising from such expenditures will be calculated as 50% of the commission. For instance, if a player

spends 1,000 NASH at B&B, the commission is 10 NASH and the personal contribution gained is 5

points.

e) Inter-sector balance in the process of construction.

In the current version, only the rare ore (RO) collection plant is affected by this value. The rare ore (RO)

quantity ceiling will increase with the continental contribution value.

a) The number of RO mining plants that a player can build on a continent depends on the player’s

contribution value to the continent. The higher the value is, the more RO mining plants the player

can build on the continent.

b) The number of RO mining plants that a player can build also depends on the continent development

index. If the player’s contribution value is unchanged, the higher the development index, the more

RO mining plants the player can build on the continent.

c) The number of actual RO mining plants that can be built = Continent development index * player’s

RO mining plant base number

Continent development indexes are as follows:

Continent Development Index Corresponding Coefficient

2,000,000 0.1

3,000,000 0.15

4,000,000 0.2

5,000,000 0.25

6,000,000 0.3

7,000,000 0.35

8,000,000 0.4

9,000,000 0.45

10,000,000 0.5

11,000,000 0.55

12,000,000 0.6

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13,000,000 0.65

14,000,000 0.7

15,000,000 0.75

16,000,000 0.8

17,000,000 0.85

18,000,000 0.9

19,000,000 0.95

20,000,000 1

Player’s RO mining plant base numbers are as follows:

Continent Development Index Max. Base Number of RO Plants

1,000,000 3,000

800,000 2,240

600,000 1,560

400,000 960

300,000 660

200,000 400

100,000 180

50,000 80

30,000 42

10,000 12

5,000 5

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Relationship between a player’s continental contribution and the quantity of maximum number of rare

ore (RO) mining factories is as follows:

Continental Contribution Max No. of RO Mining Factories

1,750,000 1000

1,300,000-1,749,999 850

950,000-1,299,999 700

675,000-949,999 550

475,000-674,999 450

325,000-474,999 350

225,000-324,999 275

150,000-224,999 200

100,000-149,999 150

64,000-99,999 100

37,000-63,999 75

19,000-36,999 50

10,000-18,999 35

6,000-9,999 25

3,000-5,999 15

1,000-2,999 10

450-999 5

100-499 3

1-99 1

0 0

Rare Ore (RO) mining factory that is allowed to build.

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It will be impossible to build a new rare ore (RO) mining factory or move the built rare ore (RO) mining

factory from the warehouse if the building quantity is greater than the available allowance.

8.2 Player’s Action

Inspire

Any player can be selected on the map to inspire.

Players who are successfully inspired can get 10 NASH and 1 NASH will be consumed for the player who

performed the action.

Each player can successfully be inspired up to 3 times per day. NASH will not be awarded to the target

player if he/she receives more than 3 times of inspiration in a day. The person who performed inspiration

will not consume NASH at the same time.

Tipping

Any player on the map can be selected for tipping action.

Players who are successfully tipped can get NASH from the sender.

8.3 The Friendship System

1)Other player can be added into the Follow List in the game. If the listed player also follows you at the

same time, the two of you will become friends in NeoWorld.

2)Player can check the online status of your friends. Also his/her current location can be quickly visited.

More social functions such as private messaging will be available in coming versions.

3)Player can check the list of players who enter the game through your invitation code.

8.4 The Avatar functions

"One-click R&D", "One-click Harvest", "One-click Renovation"

Players can use this function to collect R&D products from all R&D buildings , renovate buildings and gain

income from all buildings on their own land.

8.5 Skill System

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1) Workaholic skill and other skills are now available. Workaholic skill is the skill that players must

acquire prior to other four industries' work skills (commercial skill, industrial skill, service skill, and

cultural skill). Workaholic skill needs to be upgraded so as to upgrade other skills. Initially, a player

starts with 30 energy points; the cap is increased to 35 when his/her workaholic skill is at Level 1 and

60 at Level 9. Other skills include recreational skill, AI skill, R&D skill, warehouse management skill,

concentration skill, and collection expert skill. By training the first four skills, a player can increase its

income from the corresponding type of buildings and stand a chance to receive an extra bonus while

working in the corresponding type of building. By training the recreational skill, a player can increase

the limit of energy restored by visiting tourist attractions. Convenience functions in NeoWorld can be

obtained by training AI skills. Warehouse management can be improved by training warehouse skills.

2) To increase skill level, skill points will be consumed. Skill points consist of general skill points and

special points. Players can get general points only by locking up NASH. Special points can be obtained

by spending NASH. In the future, different skills will consume general points or special points

respectively. If a player wants to change his/her skills, there is one chance to reset skill points and the

player can redistribute all skill points.

3)Unused skill points can be used to unlock NASH. The account will receive unlocked NASH in 30 days.

Players can cancel the unlock at any time during the period.

Workaholic skill upgrade

Level Requirement Max. Work Chances

1 1 Skill Point 35

2 Total Proficiency 5 37

3 Total Proficiency 15 42

4 Total Proficiency 100 45

5 Total Proficiency 200 47

6 Total Proficiency 340 50

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7 Total Proficiency 500 52

8 Total Proficiency 740 55

9 Total Proficiency 1,000 60

Work skills for the four sectors include excelsior skills, eureka skill, and elite skill.

Excelsior Skill

When a player triggers excelsior, based on his/her skill level, an extra business value income will be

added to the building where the player works; at the same time, the building owner also needs to

provide NASH as subsidies for the extra income.

Eureka Skill

Players who have acquired eureka will be able to take the corresponding lucky bonus from the Pool of

Fortune based on the level of the skill if they successfully trigger the skill when they are working; if the

bonus in the pool is insufficient, then no players can get lucky bonus until the pool is filled again.

Elite Skill

It is used to increase extra popularity index each time a player works. In the next version, the building

owner can set options: only players with elite skills are allowed to work.

AI Skills

1)UAV tour. Player can check the surrounding with an aerial view at any location.

2)Intelligent Harvest and Intelligent Research & Development. The intelligent robot can help a player

to collect all the construction proceeds and building materials from all his lands. Directly collect High-

tech materials and ROs from R&D buildings currently under ‘R&D completed’ conditions owned by the

player.

3)The Hand of God. Player can use an aerial view to play the game at any location.

Such as work, production, collection and so on.

4)Intelligent renovation: this function will directly renovate all the buildings on the continent .Among

which, the operational building will only be renovated by consuming materials. Manufacturing

buildings will only be renovated by consuming NASH.

R&D Skills

1)R&D buildings will only be operated when player acquires R&D skills Lv1.

2)Players will get the chance to get hi-tech materials every time after leveling up R&D skills.. The

probability will get higher with higher levels.

3)The higher the R&D skills, the better an player can contribute to the R&D progress of a R&D building,

and the higher amount of R&D bonus rewarded.

4) R&D skills can reduce the cool-down time of R&D. Meanwhile, the skill points required for R&D skill

will double.

Collection Skills

After acquiring the skill, players can get extra materials when they are collecting materials and there is a

higher chance of obtaining hi-tech materials. The higher the skill level is, the better the effect will be.

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Concentration

This skill can reduce the cool-down of work.

Financial Intelligence

With this skill, the player could get financial exp when doing daily sign up. The details are as following:

8.6 Business Value System

Basic rules:

1) The collaborative revenue of the business building will be distributed to users at 0:00 every day in the

form of bill which contains their all collaborative revenues on the previous day.

2) Each business building has its business value. At 0:00 every day, the collaborative revenue pool will

be distributed proportionally according to business value on the previous day. When a user is working in

a business building, its business value will increase. Each building has a daily limit for business value,

which will not increase after the limit is reached.

3) The business, industrial, cultural, and service sectors each has its own income pool. When it comes to

calculation, a user's business value in each sector and the total business value of all continents will be

counted, and then NASH will be distributed proportionally from the collaborative revenue pool.

For example: the business value of a business building owned by user A on a certain day is: 500 in

commercial sector, zero in industrial sector, 500 in cultural sector, 2,000 in service sector; the total

business value of all continents on that day is: 10,000 in commercial sector, 5,000 in industrial sector,

5,000 in cultural sector, 5,000 in service sector. Assuming that the collaborative revenue pool for each

industry is 10,000 NASH, then the collaborative revenues that user A can get on the day are: 500 NASH

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from commercial sector, zero NASH from industrial sector, 1,000 NASH from cultural sector, 4,000

NASH from service sector, 5,500 NASH in total.

Business value calculation formula:

Business value increase of each time's work = basic business value x building depreciation rate x

income bonus of the corresponding industry skill level

Among which:

The basic business value is determined by the type and level of the building. More advanced buildings

have higher basic business value. The higher the level of a building, the higher the basic business value

will be.

Please find below the stats for hi-end business buildings

Name System Subsidies

(NASH) Level

Basic Business

Value

Max. Business

Value

Commercial

Building 2

1 2.21 79.54

2 2.43 87.50

3 2.65 95.45

4 2.87 103.41

5 3.09 111.36

Girls Pub 2

1 2.39 86.17

2 2.63 94.79

3 2.87 103.41

4 3.11 112.02

5 3.35 120.64

Premium Store 8

1 6.84 246.32

2 7.53 270.95

3 8.21 295.58

4 8.89 320.21

5 9.58 344.84

Supermarket 8

1 14.89 536.10

2 16.38 589.71

3 17.87 643.32

4 19.36 696.93

5 20.85 750.54

Gold Smelting

Factory 2

1 4.68 168.45

2 5.15 185.29

3 5.61 202.13

4 6.08 218.98

5 6.55 235.82

Hi-End Industrial

Building 2

1 3.91 140.76

2 4.30 154.84

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3 4.69 168.91

4 5.08 182.99

5 5.47 197.07

Hi-Tech Center 8

1 6.89 247.93

2 7.58 272.72

3 8.26 297.51

4 8.95 322.31

5 9.64 347.10

Electronic

Equipment

Factory

8

1 21.94 789.67

2 24.13 868.63

3 26.32 947.60

4 28.52 1026.57

5 30.71 1,105.53

Entertainment

Center 2

1 2.77 99.82

2 3.05 109.80

3 3.33 119.78

4 3.60 129.77

5 3.88 139.75

B&B 2

1 2.11 76.03

2 2.32 83.64

3 2.53 91.24

4 2.75 98.84

5 2.96 106.45

Consulting Firm

Building 8

1 6.08 218.95

2 6.69 240.84

3 7.30 262.74

4 7.91 284.63

5 8.51 306.53

NASH Bank 8

1 15.43 555.42

2 16.97 610.96

3 18.51 666.51

4 20.06 722.05

5 21.60 777.59

KTV 2

1 3.25 116.98

2 3.57 128.67

3 3.90 140.37

4 4.22 152.07

5 4.55 163.77

Music Bar 2

1 4.77 171.56

2 5.24 188.72

3 5.72 205.88

4 6.20 223.03

5 6.67 240.19

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Sports Center 8

1 28.62 1,030.35

2 31.48 1,133.38

3 34.34 1236.42

4 37.21 1,339.45

5 40.07 1,442.49

Book Mall 8

1 17.87 643.16

2 19.65 707.48

3 21.44 771.80

4 23.23 836.11

5 25.01 900.43

Work income

1) The building owner can set a work subsidy for business buildings. The new subsidy mechanism will

be based on the business value: there will be a NASH subsidy for every one point increase in business

value. Different industries have different subsidy standards. Subsidy cannot be set individually for

different buildings.

2) Each time's work income = business value increase of each time's work * business value subsidy

set by the building owner + system subsidy * depreciation rate * income bonus of the

corresponding industry skill level

8.7 Work Proficiency

1) Each time a user works in a business building, the user will increase the proficiency of the industry

where the building belongs by one point. For example, working in a supermarket once will increase

commercial proficiency by one point.

2) Some skills can only be acquired when the proficiency of the corresponding industry meets the

requirements.

3) Users have to meet the corresponding proficiency requirements if they want to work in a hi-end

business building.

4) The total proficiency value is the sum of the proficiency value of the four different industries.

8.8 Star Rating System

High-end buildings under business buildings can be upgraded to higher star ratings.

Basic rules:

1) Newly built high-end buildings are 1 star by default.

2) The star rating of a building can be upgraded by combining two high-end buildings of the same type,

level, and star rating into a higher-star building. For instance, two 1-star lv3 mega malls can be combined

into a 2-star lv3 mega mall. The attributes of a 2-star lv3 mega mall will be higher than those of the two

1-star lv3 mega malls combined.

3) Upgrading of star rating can be performed on the “Construct” page. The user can start upgrading by

clicking the high-end building to be upgraded (hereinafter referred to as the “Main Building”)

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4) Upgrading star ratings of buildings is the foundation for recognizing starred zones.

Requirements for Upgrading:

The primary requirement for upgrading star rating is the vitality index of the main building, as follows:

Upgrade to Vitality Requirement

2 star 1,500

3 star 10,000

4 star 80,000

5 star 300,000

Cost of Upgrading:

The cost of each upgrade is 1% NASH of the building’s basic cost (at 1-star lv 1);

Changes after Upgrading:

1) After upgrading, the attributes of the building will increase, including the regular revenue/cap,

business value, income for workers, and total work chances of the building. The new attribute will

equal to the base value of a 1-star building times the corresponding coefficient, as follows:

Star Rating Coefficient

1 star 1

2 star 2.1

3 star 4.2

4 star 8.4

5 star 16.8

The cap of business value will be raised more significantly, as follows:

Star Rating Coefficient

2 star 3

3 star 7

4 star 16

5 star 35

2) The vitality index of the upgraded building is determined only by that of the main building.

3) The duration of the upgraded building is determined by that of the two buildings, whichever is shorter.

4) The higher the star rating of the building, the greater the efficiency of the workers. The number of

energy points used, business value and income generated for a single work will be enhanced, as follows:

Star Rating Work Chances Consumed

1 star 1

2 star 2

3 star 3

4 star 5

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5 star 8

5) System Subsidy for Work

As a building is upgraded to a higher star rating, the system’s work subsidy will also increase

proportionately, as follows:

Star Rating Coefficient

1 star 1

2 star 2

3 star 3

4 star 5

5 star 8

6) Popularity Value

a) Increase in popularity of land for each work = (Default 1 point + Bonus Popularity from Sector Skill +

Bonus Popularity from Elite Skill) * Star Coefficient,

b) Work chances regenerated every 80 minutes = Building’s Star Rating * Coefficient

Coefficients for different star ratings are as follows:

Star Rating Coefficient

1 star 1

2 star 2

3 star 3

4 star 5

5 star 8

7) Prosperity and Sector Values

When the star rating of a building is upgraded, the prosperity and sector values of the corresponding

land will also be increased proportionately, as follows:

Star Rating Coefficient

1 star 1

2 star 2.5

3 star 5

4 star 10

5 star 20

Upgrading, Renovation, and Demolition of Starred Building

1) Once a building’s star rating is upgraded, it can still be upgraded, but the corresponding coefficient

applies to the materials and NASH for the upgrade.

2) When renovating a starred building, the corresponding coefficient applies to the renovation costs as

well as the increase in vitality index.

3) When demolishing a starred building, the corresponding coefficient applies when calculating the cost

of construction.

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Coefficients for different star ratings are as follows:

Star Rating Coefficient

1 star 1

2 star 2

3 star 4

4 star 8

5 star 16

Star Upgrading Reward:

Once a building’s star rating is successfully upgraded, the owner will receive silver stars and gold stars,

as follows:

Star Rating Item Qty

To 2 star Silver Star 1

To 3 star Silver Star 1

To 4 star Silver Star 1

To 5 star Gold Star 1

8.9 Messaging Fees on World Channel and Continental Channel

1) Messages sent on the continental channel cost 10 NASH each. Messages sent on the world channel

cost 100 NASH each.

2) Income from messaging fees on the continental channel will go to the continental budget and will be

customized by the continent’s future lord.

3) Income from messaging fees on the world channel will go back to the player community in appropriate

forms in the future.

8.10 Voting Power (VP)

Voting Power (hereinafter referred to as “VP”) is a voting mechanism to ensure the self-governance and

equity of community. Each player has his/her voting power, which is determined by the following four

factors:

1) The proportion of personal contribution in the continental contribution

2) The proportion of land ownership in the total land sold on the continent

3) The proportion of personal SRO in the continent’s RO in circulation

4) The proportion of personal non-SRO (i.e. current RO – SRO) in the continent’s RO in circulation

The weighted average of these four factors will give rise to a player’s VP value, which to a large extent

reflects the player’s stakeholding on their continents.

For the time being, VP value is computed at 00:00 every Monday. In the week that follows, the VP of

each player will remain a fixed value, until it is computed again in one week. The reason for this is to

ensure fair voting and prevent unfair practices as far as possible. Once the Lord System is available, the

VP update date on each continents will be at the discretion of its lord.

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8.11 Summoning Shenron

1) A player needs to purchase the “Shenron Summoning Device” under functional buildings and deploy

it on his/her land before summoning a shenron;

2) To summon a wish-granting shenron, the owner must gather all seven dragon balls (1-7 stars)。Once

summoned, the shenron serves only the owner;

3) The shenron will grant three wishes, with three options for each wish. For each wish, the owner may

choose one of the three options, which include Shenron motorbike, Shenron two-wheeled transporter,

intelligent module chests, vampire charms, werewolf charms, pumpkin man charms, and many other rare

items. The intelligent module chests and various charms cannot be used until the corresponding functions

and events are available;

4) After all three wishes have been granted, the shenron will disappear, or it disappears 72 hours after

being summoned, regardless whether all three wishes have been granted. The summoning device can still

be used after the shenron disappear;

5) Each time a shenron is summoned, the summoning player will receive a “Shenron fragment.”

8.12 “NW Headline Daily”

The “NW Headline Daily” provides NeoWorld players with a daily summary of the must-read information.

Functions include:

1) Daily sign-in. A player receives rewards for daily sign-in, including for now:

a) Gain tax payer exp based on the financial storm skill level.

b) 5 free messages on world/continental channel.

c) 5 ad-free work/R&D chances for the day.

2) Classified advertisements, including work recruitments for business, industrial, cultural, service and

R&D sectors and quest-related information.

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Land owners wishing to recruit workers can place advertisements on the Headline Daily, using the

Bidding-for-Ranking advertising model:

1) Advertisers may bid on different pages. The bid price determines the ranking on the page: The

higher the bid, the higher the ranking.

2) The bid will last for 2 days. The advertisement will also be displayed for 2 days, during which the

next bidding will take place.

3) At the end of the bidding, the advertisements will be ranked accordingly.

4) The top advertisement on each page will appear on the front page. The advertisements of higher

bidders will be ranked higher.

8.13 Bill Classification

1) All NASH rewarded in NeoWorld will be delivered to players via Bills.

2) Bills are classified into five classes, namely S, A, B, C, and D, as follows:

Class Including

Class-A Incentives from Lucky Draw Pool

Incentives from “Inspire”

Class-B

Incentives for Material Investment in Construction

Incentives for Material Investment in Renovation

Incentives for Material Investment in Upgrading

Class-C Incentives from “Let’s Dice “

Incentives from “Super Lottery”

Class-D

Refund from Demolition

“A New Continent Together” – City Builder Award

“A New Continent Together”– Super Lucky Award

“A New Continent Together” - Special Merit Award

“A New Continent Together” - Participation Award

“A New Continent Together” - Sector Contribution

Award

“A New Continent Together” (Diminishing) – City

Building Award

“A New Continent Together” Campaign

(Diminishing) – Super Lucky Award

“A New Continent Together” (Diminishing) – Special

Merit Award

“A New Continent Together” (Diminishing) –

Participation Award

“A New Continent, a New View” - Continental

Landscape Award

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“A New Continent, a New View” - City Landscape

Award

“A New Continent, a New View” Campaign –

Landscape Contribution Award

“Building Upgrade Reward” – Refund Award for

Upgrading High-end Buildings

“Building Upgrade Reward” – Good Luck Award for

Upgrading High-end Buildings

“Building Upgrade Reward” – Participation Award for

Upgrading High-end Buildings

“Building Upgrade Reward” – Sector Vanguard Award

3) Players can collect NASH from class-S bills (e.g. work income) instantly. For the other four classes, the

freeze period increases from class-A to class-D. The higher the tax payer level of a player, the shorter the

freeze period for the same bill class. As follows:

Tax Payer Level /

Bill Type S A B C D

lv01-lv09 0 24 Hours 7 Days 15 Days 30 Days

lv10-lv19 0 8 Hours 3 Days 10 Days 25 Days

lv20-lv29 0 1 Hour 24 Hours 5 Days 20 Days

lv30-lv39 0 0 8 Hours 3 Days 14 Days

lv40-lv49 0 0 0 24 Hours 7 Days

lv50 and Above 0 0 0 0 3 Days

8.14 NE (NEST Energy) Value

1) The NE value can be redeemed for candies. At 00:00 every day, 1 NE value will be regenerated for

every 0.1 NEST in the player’s in-game digital wallet. Each redemption costs 1 NE.

2) The upper limit of NE value varies with the amount of NEST held by a player. For every additional 0.1

NEST held by the player, the upper limit of his/her NE value increases by 1, capped at 10. At 00:00 every

day, the NE value returns to its max. For instance, a player in possession of 0.1 NEST has a NE value of 1,

and a player in possession of 1 NEST has a NE value of 10 (upper limit).

3) Players can transfer NEST from “Official Website – NEST Trading Center – Asset Management” to their

in-game digital wallets.

4) NeoWorld will arrange candy air-drops for outstanding activities from time to time.

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9 Quest System

9.1 Quest Creation

Players need to purchase “gateways” before creating quests. Each gateway corresponds with one quest.

9.2 Quest Entrance

Gateway

1) Gateways, the entrance of their corresponding quests, can be deployed on land parcels.

2) The names of quests will be displayed on the gateways of external quests and can be changed

whenever necessary.

3) Gateways may take many different shapes. Currently two gateways are available and a player may

build only one of each.

4) Gateways can be purchased under “Construct – Functional Buildings” for 10,000 NASH each. For the

time being, gateways cannot be demolished or transferred across continents.

Teleporter

Players can assign node numbers to their teleporters and pair teleporters up so that when players step

into a teleporter, they will be teleported to the corresponding one.

9.3 Quest Layout

1) Currently, a quests occupies around 4 land parcels on a continent. In future versions, players will be

able to configure the size of quests, along with their skies and textures.

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2) Under the Construction Mode of quests, the owner can place quest-specific buildings and furniture.

3) Under the Block Mode of quests, the owner can use small blocks to build on a 3D grid. Your creativity

is the only ceiling.

4) Each quest has its load limit. The placement of various buildings in a quest generates different loads.

Once the total load of all buildings in a quest exceeds a limit, no buildings or blocks can be further placed.

9.4 Quest Elements

Block

1) Choose the texture blocks, which can be sized up or down;

2) Half blocks, which can be used to build stairs that do not impede character movement;

3) Some furniture or items (such as treasure chests) can be stacked on blocks;

Treasure Chest

The owner of a treasure chest can configure its content, which will be awarded to players who open the

chest. Once opened, a treasure chest will disappear.

Signpost

Signposts displaying texts can be placed in quests.

9.5 Quest Configuration

1) The owner can configure quest status, including public, private and password-protected. A public

quest allows any player to enter. A private quest allows only the quest owner to enter. A password-

protected quest allows players with the correct password to enter. The default status of a quest is private.

2) The owner can enable admission tickets, requiring other players to pay an admission fee for entering

the quest.

3) The owner can collect the admission income at the gateways, subject to a 2% commission upon

collection.

9.6 Quest Rating

Players in a quest can rate the quest from 1 star to 5 stars.

9.7 Quest: Battlefield

A player can design his/her own battlefield scenarios based on the battlefield and other and customized

modules. The battlefield mode offers the following functions:

1) Portals to the Interstellar Arena

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Players can purchase the functional building “Portals to the Interstellar Arena,” which offer access to the

“Interstellar Arena” quest, with NASH. Each player is allowed to building one such portal, which cannot

be demolished or reclaimed.

Upon entering the quest, all players will be granted combat attributes, including hit points, attack power,

and defense power. Players can loot equipment in the quest and engage in combat.

Once a player loses all hit points, he/she dies and can only respawn at the spawn locations on the quest

map.

2) Equipment Disks and FPS Mode

The quest owner can purchase the functional building “Equipment Disks” with NASH in the “Interstellar

Arena” quest.

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Players can choose the type of equipment to be generated by the equipment disks and place the disks

anywhere in the quest. When a player steps into a disk, he/she will receive an appropriate piece of

equipment.

Under the current version, two weapons are offered: “Railgun (S)” and “Railgun (M).” Railgun (S) boasts

higher firing rate and bullet speed but does lower damages, while Railgun (M) has lower firing rate and

bullet speed but does higher damages.

When a player picks up a piece of equipment, he/she switches to FPS mode. Under this mode, a

targeting reticle appears at the center of a player’s screen, which can be controlled with the cursor to

target and shoot other players.

3) Guard Cannons

Players can purchase the functional building “Guard Cannons” with NASH in the “Interstellar Arena”

quest.

An active guard cannon will detect targets to attack within its parameter, like players. If a player enters

the parameter of the guard cannon, the cannon will automatically attack him/her. A player can return

fire on a guard cannon, which, once destroyed, will respawn after a certain period.

If a guard cannon detects multiple players within its parameter, priority will be assigned to the player

with the highest cumulative damage on the cannon. When there are more than one player with the

same highest cumulative damage, the first player to enter the parameter will be attacked. When a

player leaves the parameter or dies, his/her cumulative damage will be zeroed out and the cannon will

attack another target.

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The quest owner can configure the attack modes of the guard cannons, including Burst, Artillery, and

Bombardment. Under different attack modes, the firing rate, damage, damage radius and shell speed

may vary.

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10 Lord System

10.1 Duty of Lord

A visionary and trail-blazer in community self-governance, NeoWorld is committed to empowering the

players to operate and govern the game through well-established system design. To realize this vision,

the Lord system is of strategic importance. In fact, some previously launched systems, such as Wonders,

Continental Budget, and Voting Power, have laid the foundation for the new Lord system. Wonders help

to nominate and select lord candidates; the Continental Budgets provide the key resources for lord

governance; and Voting Power enables the voting mechanism for election and decision-making.

10.2 About Continental Budget

The continental budget is the key resources for the lord to govern his/her continent. On the one hand,

lords need to generate higher NASH income for their continents through the adoption of sensible policies.

On the other hand, lords are responsible for investing their funds wisely to enhance the competitiveness

and influence of their continents.

Sources of the continental budget include but are not limited to:

1) 30% of land sales

2) 50% of Rare Ore (RO) presales

3) Tariff (on cross-continent material transport and building relocation etc.)

4) Transaction tax (at material exchanges and hypermarkets)

5) Entry fee

6) Intra-continent teleportation fee

7) Communication fee (continental channels and brochures)

8) Various dedicated funds (greening funds and campaign funds etc.)

9) Rewards from inter-continental competitions

10) Other future taxes

The lords have the power to adjust the proportions and caps of all the above-mentioned income sources,

except for those whose proportions are already specified. Therefore, each continent can boost its

continent-specific income sources based on its unique development status and needs.

The continental budgets will be used on the following areas:

1) Lord remuneration

2) Subsidies for the four sectors (to encourage construction on the continent)

3) Starred green zone (to subsidize and starred green zones on the continent)

4) R&D progress along the continent’s technology tree

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5) Production of continent-specific materials

6) Subsidies for activity level (incentive subsidy, Pool of Fortune subsidy etc.)

7) Subsidies for system events on continents (the incentive pools for continent-specific system events)

8) RO dividends

With the wise use of operation tools, a healthy continent budget will realize sustainable growth and

steady appreciation of its RO. In the meantime, the lords, with the big picture in mind, should strive to

strike a balance between long-term and short-term incomes.

10.3 Election of Lords

1) Lord candidates

The owners of the seven wonders on a continent are its supernode players. Only these 7 supernode

players are eligible for the lord election on their continent. The inaugural lord election will not commence

until all seven wonders are completed.

2) The Registration

One week after the completion of all seven wonders, the lord election mechanism is triggered. The

supernode players of the continent may choose whether or not to participate in lord election on a

voluntary basis. After the first candidate registers for the election, an election campaign starts

automatically in three days.

3) The Election Campaign

During the election campaign, which lasts a week, all running candidates need to:

(1) Announce their declaration of candidacy and development planning;

(2) Make public their assets on the continent;

(3) Set aside their election funds, the amount of which is up to the candidate and can be zero. If a

candidate is elected to lordship, the pledged election funds will go to the continental budget.

4) The Voting

Once the election campaign is over, any player with VP above 0 on the continent can take part in the

voting to elect the lord of the continent.

When only one candidate is running, the voting options are “Support” and “Against.” When multiple

candidates are running, the voting options include all the running candidates and “Abstain.” Each player

may vote for one option only.

The voting lasts a week, after which the VP of all voters will be calculated.

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When only one candidate is running, he/she is elected if the total VP of voters choosing “Support”

outweigh that of voters choosing “Against.” Otherwise, no one is elected lord and the registration begins

again.

When multiple candidates are running, the candidate with the highest VP wins the election. However, if

the “Abstain” option receives the highest VP, no one is elected lord and the registration begins again.

10.4 Benefits and Restrictions of Lords

1) Remuneration

The lord is entitled to a fixed monthly remuneration. For any adjustment to the amount of remuneration,

a proposal should be released and voted through.

2) Reappointment

The term of lordship is 30 days, after which the lord is automatically reappointed if not impeached during

the term.

Once a lord has been in office for 180 days, a mandatory election will start, and. The current lord can still

run for office.

3) Impeachment

Supernodes other than the lord may initiate an impeachment at any time. If an impeachment is initiated

during the term, an approval rating poll is launched after the 30-day term.

All players with VP above 0 on the continent may vote between “Support” and “Against.” An

impeachment is successful if the total VP of “Against” exceeds 40% and the current lord is removed from

office and a new election begins. The impeached lord cannot take part in this election.

4) Restrictions on Supernodes

In future versions, restrictions will be imposed on supernodes. Supernodes who have not logged on for

a long period or whose continental contributions fall below a threshold will face Breach of Duty charges.

If the charges stand, the land and wonder of the supernode will be auctioned and the new owner will

become the new supernode.

10.5 Authority of Lords

1) Configuring Continental Budget

To make decision-making more efficient, the lord can configure various income and expense parameters

of the continental budget. Policy-related parameters have a basic range and a deliberative range. If an

adjustment falls within the basic range, the lord may set the adjustment to come into effect on the next

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day. However, if an adjustment exceeds the basic range, a continental voting will be triggered and the

proposed adjustment will come into effect only after it has been voted and passed.

Under the current version, the adjustable ranges of the continental budget are as follows:

Parameter Min. Value Max. Value

Income

Tariff on Standard Materials 0.02 0.1

Tariff on Hi-tech Materials 4 20

Entry Fee 10 50

Expenditure

Each Valid Incentive 1 10

Incentive/Point for “Let’s

Dice” 10 100

Once the adjustments are confirmed by the lord, the adjusted values will come into effect on the next

day. Other players can check such adjustments under “Continent – Statistics – Continental Budget.”

The lord can configure various income and expense parameters of the continental budget. The

configuration of key parameters should be announced in a proposal and voted through.

2) Launching Continent-specific System Events

There will be a pool of system events (including Work Fiesta, and Tourism Festival) for the continents to

choose from. Incentives of the events should be funded by the continental budget.

3) R&D Progress along Continental Technology Tree

The continental technology tree contains a wide range of options pertaining to various statistics, rights,

and new functions of the continent. The lords need to determine the priority and investment amounts

according to the continent’s development strategy so as to improve its competitiveness. The technology

tree is also a key factor for differentiation among continents.

4) Production of Continent-specific Materials

Apart from stone, timber, steel, and hi-tech materials, each continent also has other rare and continent-

specific materials, the priority and R&D investment amounts of which should also be determined by the

lords.

5) Administrative Authority against Misconduct

In the event of intentional disruption of the game order and environment and other misconducts, the

lords may exercise their administrative authority to mute the offenders, restrict their entry, blacklist

them, or take other appropriate actions.

6) Allocation of Rewards

The lords can adjust the ratio of RO dividends within a certain range.

The lords can distribute items in the continental treasury to players who meet the continental

contribution criteria.

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7) Lord Privileges

The lords are entitled to their special residences, costumes, and forms of transport.

10.6 Clash of Continents

Intercontinental competitions for resources and privileges, both scheduled and non-scheduled, will be

organized, including the schedule event “Contest for Holy Grail.” The continent in possession of the Holy

Grail will be the landing continent of all new players in the future.

*Details of the aforementioned rules pertaining to the Lord system are subject to modifications or

changes. The release note of the actual update shall prevail.

11 Traffic

11.1 Map

Teleportation and switch of continent maps are available on the map page.

Players can travel to different continents via teleportation by selecting a specific piece of land on the map or

entering the coordinates of the destination.

As to cross-continental teleportation, a cross-border entry fee applies in addition to distance-based basic fees.

At present, cross-border fee is set as 10 NASH for all continents.

11.2 Intercontinental material transport rules

1、Reclamation period is over, 30 days after a continent is opened.

After the reclamation period, a continent will support both inbound and outbound material transport.

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2、For each material transport operation, players can only transport materials to the four adjacent continents.

Players need to perform multiple operations if their materials pass through multiple continents.

Diagonal transfers are not supported.

3、Every time materials are transported to another continent, tariffs need to be paid to the destination

continent. Tariffs are decided by proposals made by the Lord of the destination continent. Before the Lord

system is launched, all tariffs are set by the system as follows:

Wood 0.02 NASH/piece, Stone 0.02 NASH/piece, Steel 0.02 NASH/piece, Hi-tech material 4 NASH/piece.

Income from tariffs will be included in the income of the destination continent.

4、The Lord system will be launched in mid-to-late September.

The Lord shall set tariffs on imports from each adjacent continent and make proposals for RO holders to vote

on.

5、For example, player A seeks to transport 1,000 hi-tech materials from the first continent to the third

continent.

Given that the first continent is not adjacent to the third continent , Player A will need to transport materials

to the second continent first. If the second continental imposes a 5 NASH/piece tariff on hi-tech materials

imported from the first continent, Player A will have to pay 5,000 NASH to the second continent.

Then, Player A will need to transport the materials from the second continent to the third continent. If the

third continental imposes a 1 NASH/piece tariff on hi-tech materials imported from the second continent,

Player A will have to pay another 1,000 NASH to the third continent.

Then, Player A will be able to freely use the 1000 hi-tech materials on the third continent.

11.3 Trial Operation of Passenger Transport System

1.Passenger transport will be put into trial run. In the current version, the two-wheeled vehicle

“self-balancing transporter” is introduced. The transporter can increase players’ mobility and

improve their star level in future versions. In future versions, players will be required to use vehicles

to enter some areas and instances.

2.“Self-balancing transporter” must be researched and developed in rare building “Vehicle Factory

MK2.” During the R&D process, which is similar to that of a tent factory, a self-balancing transporter

pick-up ticket will be generated. The ticket can either be sold to other players or used by the player

himself/herself.

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12 Residence System

12.1 Functions of Residence

1) Restore happiness via “Relaxing;”

2) Restore energy via “Resting;”

3) Bonus gains when working;

4) Bonus gains when collecting regular revenue.

Each player may choose to purchase a starter’s residence in the beginner’s town or a commercial

residence built by other players. Players can teleport to the coordinates of their residences by clicking

the “Return Home” button on the “Map.”

Players in possession of “Residence Business Permits” can construct residential property on their land

plots and sell the commercial residences to other players. Commercial residences can be resold and the

minimum price of a “Superior Residence” is 100,000 NASH.

12.2 Comfort Level of Residence

Different types of residences have different initial and maximum comfort levels:

Initial Comfort

Level Max. Comfort Level

Starter’s

Apartment 10 50

Superior

Apartment 50 250

1) A player can own many residences, only one of which can be set as “In Use.” Only the comfort level

of the residence “in use” counts and those of other inactive residences are irrelevant.

2) Players can access their residences via the respective apartments. Upon entering the residence, a

player enters a residence module where he/she can purchase furniture and decorate .Furniture in a

residence boosts its comfort level.

3) A player can “Relax” and “Rest” in his/her residence. The first action restores happiness, and the

second restores energy.

4) A player can rest or relax by spending charges, i.e. the player can choose to rest or relax any time

during the day as long as there are charges available. Different types of residences offer different

numbers of charges to rest and relax and the charges reset at 24:00 UTC+8) every day. A player can rest

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and relax once each in a starter’s residence, or rest twice and relax once in a superior residence.

5) Higher comfort levels benefit players in the following ways:

a) The higher the comfort level, the more the happiness restored whenever a player relaxes:

Comfort

Level

Happiness

Restored

0-29 50

30-49 75

50-149 100

150-249 150

250-499 200

500-749 230

750-999 260

1000 300

b) The higher the comfort level, the greater the bonus when a player collects his/her regular revenue:

Comfort

Level

Bonus Regular

Revenue

0-29 0.50%

30-49 1.00%

50-149 1.50%

150-249 2.00%

250-499 2.50%

500-749 3.00%

750-999 4.00%

1000 5.00%

d) The higher the comfort level, the greater the bonus to the system subsidy, business value of work, and

additional collaborative business value when a player performs a work action:

Comfort

Level

Bonus to Collaborative/Work

Business Value/System Subsidy

0-29 1.00%

30-49 2.00%

50-149 3.00%

150-249 4.00%

250-499 5.00%

500-749 6.00%

750-999 8.00%

1000 10.00%

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13 Others

13.1 Account Status

Players can visit our official website at www.neoworld.io for verification.

Verification comprises of three levels:

1) phone verification;

2) identity verification;

3) advanced verification.

For now, we only process phone verification and identity verification.

Players have to complete phone verification and identity verification to qualify as verified player.

Different accounts may have different statuses, which impose different restrictions on the actions the

accounts can take. Your account status can be upgraded upon satisfaction of the respective conditions. The

detailed rules are as follows:

1. Suspicious Status

Restrictions

A) Unable to work

B) Unable to make withdrawals

C) Unable to tip

D) The use of RO exchanges, material exchanges, hypermarkets, and personal shops will be partially

restricted.

How to upgrade:

Make a V3 appeal via our official website to upgrade to Trial Status.

2. Trial Status

Restrictions

A) Unable to make withdrawals

B) Unable to tip

C) The use of RO exchanges, material exchanges, hypermarkets, and personal shops will be partially

restricted.

D) Unable to use paid tents

On top of the basic restrictions, the trial status is further divided into three stages, with different restrictions

applicable in each stage:

a) Trial Status Stage-I: The player can only work in beginner’s towns and may not work/R&D at other player’s

buildings;

b) Trial Status Stage-II: The player can no longer work in beginner’s towns after earning 2,000 NASH there. But

the player can now work/R&D at other player’s buildings;

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c) Trial Status Stage-III: The player can no longer work/R&D at any building after a cumulative earning of

25,000 NASH under the Trial Status. After that, the player will need to purchase a business certificate to

upgrade the account to Free Status before continuing his/her journey in NeoWorld.

Conditions for Upgrading to Free Status:

Standard Upgrade:

A) Complete V2 verification

B) Earn 2,000 NASH in the beginner’s town

C) Purchase a business certificate (20,000 NASH)

Express Upgrade:

A) Complete V2 verification

B) Purchase a business certificate (80,000 NASH)

3. Free Status

Unable to work at buildings in the beginner’s town. No other restrictions.

Note:

1) When an account is changed to Suspicious Status, its status queue timer and work count will be reset.

The account will only be eligible for status upgrades again when the respective conditions are satisfied;

2) The use of any cheating programs will warrant permanent ban of the account;

3) Revenue from business certificates will go to promotion subsidies and activity subsidies.

13.2 Prohibition of robot account and alternate account

NeoWorld's attitude is that we will spare no effort to continuously prohibit unauthentic player behavior.

This includes, but is not limited to, scripting, cheating, group control and other programmatic behavior, and

also single player manipulating multiple accounts.

From today , NeoWorld will take various measures to judge operations listed above such as historical data

analysis and manual examination.

We will deal with game rule violations in the following five steps:

1) Report of Violation

You can select any player in the game, and click "Report" on the top right side.

All NeoWorld players have the right to report game rule violations.

If a player has been reported by a verified players for the same violation for a certain number of times, he

or she will be included in the check list.

If a player has maliciously reported on other players many times, he or she will also be included in the check

list.

2) Checking

NeoWorld team will set up a panel to collect evidence on violations allegedly committed by players on the

check list.

Evidence includes screenshots or videos provided by reporting players, as well as specific data records

obtained from the server by the technical analysis team.

After checking the evidences, the panel will determine whether there is a violation.

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A violation report will be invalid if evidence doesn’t hold. If a violation report is based on well-grounded

evidence, the panel will perform the next procedure: restriction.

3) Restriction of accounts

Accounts in violation of game rules will be subject to restrictions.

Specifically, there will be a “suspicious” sign in front of the player’s Avatar ID.

Avatars with this sign can still travel freely in the game.

However, they will not be allowed to engage in working, manufacturing, R&D, construction contribution and

other operations, or generate collaborative revenue to a building. In addition, they will not be allowed to

speak in world or continental channels.

4) Appeal

Players unsatisfied with the results of their cases can choose to appeal.

Players need to complete V3 verification to make an appeal, that is, submitting a photo of the player holding

his/her photo ID.

Players may lodge appeals on the Account page in the official website.

5)Self-proof

Upon completion of V3 verification, the panel will contact the appealer and request relevant proof.

If a player can prove the previous violation is not intended, the appeal will be accepted and the restrictions

on the account lifted.

We believe that in most cases there is a clear line between violation and non-violation.

For example, it's normal for a couple to have one account each and one of them playing both accounts.

However, it must be abnormal if 100 accounts are logged in under the same IP on the same day only to provide

one building material each for the same building, with all nicknames following a set pattern.

Another example would be that a new account whose nickname mimics a well-known player in the game is

reported by over five real-name players for fraud at the same time. It is not difficult to tell whether it

constitutes violation or not.

However, there must be cases dismissed due to lack of evidence that leave some players in doubt.

In other words, some operations might be in the gray area.

In this case, we are inclined to follow the “presumption of innocence” principle.

After the announcement is issued, we plan to immediately impose the restrictions on some accounts in

violation of game rules. Meanwhile, the appeal page will be available in the Account page.

13.3 Chat Channels and Chat Restrictions

Some players engage in obscene chats or personal insults on public chat channels.

In order to keep a friendly environment in the chat channels, players with such uncivilized behavior will be

banned from chat channels according to violation reports.

Moreover, there is a small number of players circulating information on illegal fund-raising activities and

suspicious financial activities in chat channels. NeoWorld team will not tolerate such behavior on a very firm

stance. Accounts engaged in such behaviors will be banned for an extended period as soon as they are spotted.

Players are encouraged to report such violations listed above. It takes a concerted effort to maintain benign

and civilized game environments.

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13.4 Registration and Invitation Mechanisms (Trial Version)

1) Extend an Invitation

A player under Free Status can generate an invitation link from the account at the user center on NeoWorld’s

official website. The link can be used by those who wish to explore NeoWorld to register accounts and activate

the game.

2) Eligibility for Invitation

The number of players who can access an invitation link varies with the tax payer level of the inviter, as follows:

Tax Payer Level No. of Players

LV01-LV09 1 Every 5 Days

LV10-LV19 1 Every 3 Days

LV20-LV29 1 Every Day

LV30-LV39 3 Every Day

LV40-LV49 5 Every Day

LV50 and Above 10 Every Day

3) Benefits for Inviter

Within 90 days after an invited player has created his/her account and upgraded the account to Free Status,

the inviter will receive the following rewards as the invited player advances to higher tax payer levels, as

follows:

a) for tax payer exp within 5,000 (5,000 points included), the inviter earns 250 NASH for every 500 tax payer

exp the invited player receives;

b) for tax payer exp from 5,001 to 50,000 (50,000 points included), the inviter earns 150 NASH for every 500

tax payer exp the invited player receives;

c) for tax payer exp above 50,000, the inviter earns 50 NASH for every 500 tax payer exp the invited player

receives.

4) Other Notes

All unregistered players must register their accounts via invitation links. When an account is registered via an

invitation link, the player can log on to the game and create his/her avatar upon successful registration and

the account is under Trial Status.

14 Islands in the NeoWorld

14.1 Introduction of the Islands in the NeoWorld

There are currently three types of islands in the NeoWorld, namely, Giant Islands, Cluster of Islands and

Independent Islands.

Giant Islands are usually managed by large institutions, such as the foundation of a public blockchain, which

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operates the entire island, manages the island’s currency and provides the initial mining pool for the island.

A giant island may be further segregated into different districts, which are progressively opened according to

the development index of the island. All districts share the same currency and one single mining pool. Giant

Islands and the main continents of NeoWorld are connected in terms of transportation as well as trade routes.

A Cluster of Islands is typically used for a DPOS-based public blockchain (which is comprised of many

supernodes) or other forms of alliance or association of public blockchains. A Cluster of Islands comprises of

many islands, each representing a supernode of the DPOS-based public blockchain, or a member of the

alliance. Each supernode or member blockchain is severally responsible for the setup, operation and the initial

mining pool of its own island. All islands under the Cluster have one unified currency, but mining pools of the

islands are managed separately. Each island within the Cluster of Islands are inter-connected with one another

in terms of transportation as well as trade routes, and are connected with the main continents of NeoWorld.

Giant Islands and Clusters of Islands will be based on public blockchain and utilise the blockchain’s technology

to issue a new type of rare ore. Rare ore of the islands will be key to the economic growth of the islands. In

addition, core transaction records will be synchronized on the blockchain.

Independent Islands are open for all projects, institutions or social groups. The currency and the

corresponding mining pool of an independent island can be designed by its operating entity. Initially,

independent islands are not connected with the main continents of the NeoWorld in terms of transportation

and trade, until the island is mature enough, e.g. its development index reaching a desired level.

14.2 The existing island

1)NEOLAND

The dream land NEOLAND has 8,100 (90*90) plots of lands. Land value could be affected by servals factors,

such as locations near to the coastline or CBD areas; and resource factors, such as wood, steel, stone, high-

tech materials and etc. Land value also depends on the development of the economy, such as technology,

afforestation, etc. Therefore, it’s essential to construct and operate more carefully.

The Origin Land in this auction is located southwest of NEOLAND. It consists of 16 CBD lands, 59 coastal lands

and 825 ordinary lands.

2)EOSLAND

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EOSLAND is a Cluster of Islands and comprises of 21 islands. Each island is operated by a EOS node, which

supplies the initial EOS mining pool. The size of the island correlates with the size of the initial mining pool.

Each island’s mining pool is independently managed and not shared.

The first island of EOSLAND is the Island of Eoslambdacom. The Island of Eoslambdacom has a size of 400

pieces of lands (20×20) and an initial mining pool of 10,000 EOS. Subsequently, islands under EOSLAND will

opened according to the sequence of applications, and no new island of EOSLAND will be opened after the

21st island. In the future, EOS nodes operating EOSLAND islands can transfer the management rights of the

islands.

All island of EOSLAND will use EOS as the main currency. Concurrently, a new type of rare ore, ERO (EOSLAND

Rare Ore) will be issued based on EOS blockchain. ERO will be used as a type of building material for

constructions in the EOSLANDs and will generate EOS rights points. ERO will be traded on decentralised

exchanges in the future.

ERO has a total supply of 21 million. Each island of EOSLAND will have 1 million ERO and will be activated at

the time the island is opened. 95% of the 1 million ERO will be produced by constructing ERO collection

factories on the island and the remaining 5% will be held in custody by the operating EOS node for the purpose

of launching events or other on-going campaigns.

3)ONTLAND

ONTLAND is a Giant Islands, and comprises of 9 areas. Each area has 900 (30*30) plots of lands. Each area has

its own resources and different topography.

ORO(ONTLand Rare Ore) is the core resources of ONTLAND, ERO has a total supply of 10 million. Each area

of ONTLAND will have 1 million ERO.

4)IOSTLAND

IOSTLAND is a gaint island at outside of NeoWorld mainland. There are 9 territories in total. The resources

and enconomies on each territory are independent.

The full name of IRO is IOSTLAND Rare Ore. It is a rare resources only available on IOSTLAND, and it is

driving factor of IOSTLAND.

The maximum offering of IRO is 10 million. Each territory of IOSTLAND have 1 million of quota. When a

new territory is opened, the quota is released. For each territory, 95% of the IRO will be produced by IRO

factory; 5% will be pre-issued to the operational team for the events.

The player could build IRO factory to produce IRO, or buy IRO from RO Exchange.

15 NEST Developer Program

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15.1 NEST Developer Program (Alpha)

NEST Developer Program targets to normal users who has basic UGC ability, and also professional workshops.

Based on different proficiencies, the developer program provides different packages for users to choose (Plan

A/B/C)

In this version, the users will be able to upload self-created model, and in next release (scheduled in next

week) to manufacture and sale the production in game. In alpha version, we only provide “AlphaTest Package”.

In the full version of the developer plan, all 3 packages will be available. The price and rights for different

packages are subject to change based on user feedbacks.

The detailed rules are:

1. To Apply

User could go to “NEST Plan” -> “Developer”, to lock NEST to apply developer plan. The details are:

2. To Upload

After the developer plan is activated, the user could upload models at “Account” -> “Developer Program”.

The developer could download the sample files from developer program page, modify it upon your wish,

export the specific format and upload. The detailed requirements are listed on the developer page.

The model must be audited after upload. If the audit passed, the model will be added to the game in next

update.

Note: The uploaded model, including the ones in audition, will occupy the quota. Once the number of models

reaches the quota limit, no more uploads will be allowed. The developer could delete existing models to

release the quota.

3. To Manufacture and Sale

The developer could manufacture the product with models which are already in game. To manufacture, the

developer need to build “UGC Factory”, and each manufacturing will cost materials and NASH.

There will be a fixed lead time to manufacture. After that the developer could collect the corresponding

product from the factory. Note: if the developer delete the model in developer program, the model will not

be able to manufacture upon deletion, but the products already produced will not be affected.

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The developer could build “UGC Shop” to sell the UGC products.

15.1 OPEN OF UGC FACTORY / UGC SHOP

1. The players could build UGC Factory / UGC Shop on Mainland.

2. Construction of UGC Factory will cost 5,000 NASH. At most ONE UGC Factory is allowed for each player.

After construction the player could manufacture the audited model(s) that uploaded by him/herself. Each

product will cost 10,000 Timber, 10,000 Stone, 10,000 Steel, 50 hi-tech materials, and 3,000 NASH. Each

manufacture will take 8 hours.

In each manufacturing, the player could only start one product line. In the product line, no matter how many

products are planned, the manufacture will always take 8 hours. The manufacturing process could be

terminated. In that case 50% of the NASH cost will be returned, but no materials will be returned.

The production will be in “Item” type. Items could be traded in UGC Shop. If the item is used, the player who

used the item will gain the corresponding avatar. Avatars could not be traded. Please note the costums may

with different genders. Only players with corresponding gender could use those items.

3. The construction cost of UGC Shop is 3,000 NASH. At most one UGC shop is allowed for each player. Only

UGC products could be sold in UGC Shop.