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Roadmap & Open Questions

This page is the honest "not-done / not-decided" list. Items marked Planned are designed or desired but not built; items marked Provisional exist but their numbers or rules are still being tuned.

Not yet implemented

  • Planned The full production chain — tiers 3–4 and the broader building set (refiners, power plants, batteries, storage; ~33 buildings total). Today's buildable set is extractor and hub.
  • Planned Onboarding & bootstrap — no in-game faucet or starter grant; gas sponsorship / smart-account onboarding / session keys to avoid a wallet prompt per action are unbuilt.
  • Planned Lot TTL & auto-reclaim — abandoned buy reservations release on settlement failure, but there is no time-based TTL or stranded-balance auto-sweep.

Before launch

  • Security governance — the owner-multisig structure and whether a timelock guards privileged changes.
  • Vesting — whether any allocated buckets vest, and on what schedule, is not announced yet.

Open design questions

  • Win condition / north star — leaderboard, top-tier artifacts, or something else — which shapes all pacing.
  • What drives multiplayer competition — neighbor-hoarding, a race to the tier-5 forge, undercutting hub fees, or controlling the power grid; and the overall scarcity posture.
  • Economy numbers — all costs, mining rates, deposit sizes, recipe ratios and durations are Provisional pending a balancing pass (see the Reference).
  • Craft concurrency — the per-cell active-process cap (1 vs an older 4), and which building tiers unlock more slots.
  • Deposit layout — how many deposits per cell (fixed, random, or rarity-weighted) and the exact "fully depleted" trigger / re-reveal cost scaling.
  • Two power paths — whether power can come from both an oil-based and a nuclear route, and whether one is the premium/rare path.
  • Buildings — demolition rules, whether hubs grant passive income, and what happens to an extractor on a depleted deposit.
  • Trade & hub policy — hub-fee granularity, per-hub overrides, anti-dust minimums, hub-ownership permissioning, and the partial-fill buy race.
  • Transport depth & gridlock — paid transit through ordinary cells, alternative routing for boxed-in players, and whether central clustering that blocks peripheral routes is a flaw or intentional scarcity.
  • Distribution — Dutch-auction parameters, re-listing strategy for unsold lots, and the secondary royalty rate + enforcement model.
  • Starting liquidity — the composition and range of the initial $CPU/ETH pool position are not finalized.