To use this guide most effectively, we recommend that you read all of the initial content blocks before diving into each of the sub sections within each of the topics.
Influence is a space strategy sandbox MMO set in the asteroid belt of the Adalia system. Adalia is humanity’s new home after an ill-fated journey aboard the Arvad, a multi-generational ship that fled a dying Earth.
Compete with other players through multiple avenues: mining, building, trading, researching, and fighting. Colonize asteroids and exploit their resources, build infrastructure, discover technologies, engage in combat. Expand your influence across the belt, either solo or by collaborating with other players.
Influence is for the player that loves the emergent gameplay and vibrant economy of Eve Online, the strategic focus of Stellaris, the sense of scale in the X-Series, and wants to own their experience and help shape their universe. It drives the player to answer the question: How will you expand your Influence?
Asteroids are the “land” of Influence. They are NFTs that players can own, and mining asteroids for resources is the basis of Influence’s economy. You can view and manipulate asteroids from a third-person view. Asteroids have buildable lots, each of which is one km². Most buildings and other infrastructure take exactly one lot.
Asteroids can be viewed and manipulated from a third-person view, similar to strategy games like Stellaris, Civilization, or Starcraft. Construct buildings and ships that drive the economy.
Mining for resources is the bedrock of economic activity in Influence. Every asteroid has a unique composition of resources that lie beneath its surface. Use extractors to pull out raw and unrefined materials. Then use refineries and factories to craft new items to use or trade on the open market.
Crewmates are your characters in the game and can have one of five classes: Pilot, Merchant, Engineer, Miner, Scientist. Each class offers unique skills and boosts. Your crew complement can have up to five crewmates at a time, but whether you choose five pilots or a random assortment of the five classes is up to you.
You can recruit Citizens, Specialists, and Department Heads on the secondary market (OpenSea). These come with bonuses that are beneficial but not game-breaking. You may also choose to mint crewmates in-game (cost TBD but under $10/each). These come with no inherent bonuses but can earn experience and skills the same as any other crewmate.
An essential aspect of Influence is the lore building. The in-game actions of your crewmates are persistent on the blockchain. Every action you take with a crewmate is recorded and becomes part of their in-game narrative. A crewmate’s narrative lives with them forever on-chain, even if they are traded or sold.
Ships are your key to traveling the asteroid belt. Influence employs realistic orbital mechanics and fuel consumption.
You can plot your flight plan to neighboring asteroids or far away destinations to trade resources or engage in combat. Early ships are simple, such as shuttles and freight haulers, but players constantly research new technology and other improvements.
Storage facilities, marketplaces, and mining sites are among the earliest infrastructures you can build in Influence. Players may build these on their asteroids or lots leased from other players. Asteroid owners can charge fees for every transaction in their marketplaces, and players may provide liquidity to receive additional benefits.
As new technology develops, the options for building infrastructure will increase.
Technology and skills/talents are gained by playing the game and earning experience. Technology is society’s ability to build particular things. Skills/talents are personal decisions that assist you along your desired path.
Using your crewmates, engage in research and development, discover new technology, and even profit from your discoveries on the open market.
Combat takes place in real-time. Losing a battle means significant repairs, the loss of your cargo, or even the destruction of your ship. Tailor your skills, talents, and ship capabilities in your fight for survival.
You may find it challenging to find a genuinely safe space in the system outside of Adalia Prime. Player interaction is bound to occur, and not every player has your best interest at heart.
Assets within Influence are owned by the players. These assets (materials, items, crewmates, ships, asteroids) all live within your wallet. Wallets are owned outside of the game itself and therefore all assets can never be taken from you. You can choose to buy, sell, and trade these items without permission to any willing seller/buyer.
No more walled gardens. Your time spent playing this game is yours to do with as you deem fit. No blacklisting for selling accounts, assets, or in-game currency. We encourage players to participate in our open-economy.
Influence charges a small fee for any sold items in-game, this is how we fund the game, along with the sale of asteroids and crewmates.
Influence is among the first games to be built fully on blockchain and is designed to be approachable for new players at very low cost.
Players need a crypto wallet, a crewmate, and a small amount of Ethereum for transaction fees* to get started. From there, it is entirely possible to play Influence without spending any money. Optionally, players may choose to purchase Asteroids, Ships, or Crewmates as NFTs.
You earn SWAY simply by playing Influence. Similar to ISK in EVE Online or Gold in World of Warcraft, SWAY is the in-game currency token that is used to faciliate trade. The main difference is that this token is on the blockchain and can be traded/sold. We believe this is the future of gaming and open economies. You will be able to accrue tokens in any game you play and swap them seamlessly, allowing you access to many games and systems easily and without having your assets locked on a centralized platform unable to be transffered/sold.
You can earn within influence by:
Detailed view into tokenomics can be found here: https://wiki.influenceth.io/en/gameplay/exploitation/core-concepts/token
The Adalian asteroid belt consists of 250,000 realistically generated asteroids as well as five uninhabitable planets. Each asteroid orbits independently in real-time, can be owned by players, and provides the ability to extract raw materials, refine raw materials, produce finished goods, manage marketplaces, and lease space to others across a varying number of surface lots.
Asteroids orbit, and the game progresses, at an accelerated pace 24 times real time. Therefore one in-game day passes for every real hour. Given Influence’s focus on futuristic realism, this allows for in-game travel, production, and building construction to occur over realistic time frames while balancing playability.
Adalia Prime is the largest asteroid in the Adalia system. It is the first asteroid that was settled by the crew of the Arvad, and is the starting point for all players. Players are able to acquire a limited number of buildable lots on Adalia Prime for free and can make use of many public structures to ease their start in Influence.
A crew is required to play Influence and is made up of at least one, and a maximum of five, active individual Crewmates, one of which must be selected as the captain. Additionally, players may have more than five Crewmates, but they must be in “inactive” status and be stationed at a Habitat.
Prior to the launch of Exploitation, roughly 11,000 Crewmates already exist. These Crewmates represent the crew of the Arvad generational ship and were distributed to participants in previous asteroid sales or auctioned.
Arvad Department Heads
A limited set of 13 Crewmates representing the departments of the Arvad. Each Crewmate was auctioned over the course of 4 months. They include unique uniforms and the highest trait-related bonuses in-game.
A set of 1,859 Crewmates that were granted to holders of the asteroids purchased during the “Arrival” sale. Arvad Specialists have a higher chance of carrying a higher tier Arvad job role which in turn provides a department-aligned bonus trait.
A set of 9,241 Crewmates that were granted to holders of the asteroids purchased during the “Populate the Belt” sale. These Crewmates also carry a department-aligned bonus, but are more likely to carry a lower tier Arvad job role.
For new players, and players who do not have a full crew of five individual Crewmates, in order to obtain a Crewmate they must “recruit” one. Initially, Crewmates may be recruited on Adalia Prime. Eventually, Crewmates may be recruited at any player-owned Habitat. When a Crewmate is first recruited, players can choose their appearance, choose one of five classes, and set a unique, immutable name.
When a Crewmate is recruited players choose to assign the Crewmate to one of five classes. This class assignment can not be changed. Crews can be formed with any arrangement of classes, ranging from one Crewmate per class, to five Crewmates all with the same class. There are benefits and drawbacks to each approach. Each of the classes has a set of actions, which, when performed by a crew with that class represented, experiences no penalties. The same actions performed by a crew without the relevant class represented will be penalized in speed and/or efficiency. Crew which includes multiple Crewmates with the same class will receive a bonus to that class's actions, but with diminishing returns for each additional duplicate.
The five classes are:
The impact on the efficiency of each action, based on the number of class-aligned Crewmates present on a crew:
Certain traits associated with Crewmates, granted during the initial recruitment process, or through crew assignments for Arvad Crewmates, provide for impactful bonuses. These bonuses further modify the actions above, and, prior to Discovery, are the source of variation amongst crew. The following traits are present in Exploitation and selectable as part of the Crewmate creation process (or earned during the Arvad crew assignments):
3. Traits become impactful with the release of repair / reprocessing during Exploitation
4. Traits become impactful upon the release of Discovery
Each Crewmate consumes one ton of Food per Adalian year (~15 real days). Food reserves will dwindle regardless of actions taken and once empty, will not allow the crew to: start an Extractor, Refinery, Factory, or Shipyard process, construct a building, start a flight, utilize instant surface transport or activate an inactive Crewmate. Manual surface transport and market orders are possible when Food reserves are empty. The rate of Food consumption can be reduced by the presence of a Crewmate with the Dietitian trait, as well as the stationing of the crew in a Habitat building.
Crewmates that do not take an action, or are inactive, for over one Adalian year (~15 real days) will have their Food cost capped at one ton per Crewmate upon their next action/activation. In cases in which Food is unobtainable, the crew is able to evacuate via their Hab Module at low speed to a nearby asteroid.
Logs of each Crewmate’s actions are kept and visualized and can be further embellished by the player. Any individual event can have additional context added which will be visible to all players when viewing the Crewmate’s profile. The content may be edited until such time the Crewmate is transferred to another player, at which point all previously created content becomes immutable.
Crew events are short, branching storylines with meaningful decisions that impact the player’s Crewmates. These events are integrated into the SWAY activity incentives, and allow for the continued distribution of SWAY in a targeted manner. Crew events may result in the assignment of new traits to Crewmates, or provide the option to switch between mutually exclusive traits. Events are pseudo-random, and can be triggered based on the presence of certain classes present in the crew, as well as on the completion of particular actions (ex. an event that is triggered by landing at an unexplored asteroid).
Each class has access to a class-specific skill tree, and although skills will not be introduced until Discovery, experience related to skills will be tracked throughout Exploitation. Upon the release of Discovery, crewmates with experience will start further along their relevant skill tree. Note: traits are distinct from, and may stack with, skills.
All asteroids begin with an unknown distribution of raw materials, and after being acquired, must be scanned. Scanning can be performed with long-range scanners from anywhere in the Adalia system, which procedurally defines the distribution of raw materials distributed across the surface of the asteroid. Each 1km2 surface lot will have a set distribution of each raw material defined as a fraction between 0 and 1 which is modified by the asteroid’s spectral-type composition. Single spectral-type asteroids will more frequently achieve higher concentrations than multi spectral-type asteroids.
To allow for the extraction of raw material, the player must make use of core samples while targeting a specific raw material. The first core sample will allow for extracting the raw material at the “background” rate. Each additional core sample will increase the concentration of the material by a diminishing amount thereby introducing a trade-off between time/cost of core sampling vs. yield. A chance-based component is included resulting in occasionally finding highly concentrated ore deposits with a significant increase in extraction rates. Additionally, Crewmates with the Prospector trait receive a bonus to the extraction rate gain per core sample, and those with the Surveyor trait can complete core samples more quickly.
Extractors will extract a base amount at a base period of one Adalian week (7 real hours) which will start at the core-sampled value and immediately begin decreasing at a constant rate each additional cycle. This necessitates a repeat of the core-sampling process once the extraction rate falls below the player’s personal “economic viability” threshold.
Every asteroid is divided into lots which are approximately 1km2. Each of these lots is available as a potential location for the construction of one building per lot.
Buildings are first placed in planning mode, without the required refined materials and finished goods present. Once the building is planned, the required items must be moved from their storage location to the building site. Only items needed for construction of the specific building, and only up to the total amount required, may be moved to the construction site.
Once all items are on-site, the building can be constructed and will proceed over the course of a number of Adalian days (real hours) based on the complexity and item cost of the building. The item cost can be reduced by the presence of a Crewmate with the Builder trait.
Buildings must be emptied completely prior to deconstruction after which the building is returned to its planning state with the returned items deposited on-site. The returned items are subject to a reprocessing loss which can be reduced by the presence of a Crewmate with the Recycler trait. The items must then be removed prior to canceling the building plan and returning the lot to its initial empty state.
Raw materials must be refined. Refined materials and raw materials may then be manufactured into finished goods. The yield of refined goods can be increased with the presence of a Crewmate with the Refiner trait.
Refineries, Factories, and Shipyards include both input and output storage which are capable of holding (as a baseline) roughly one Adalian month (~30 real hours) worth of items. Production buildings can only be set to run as long as there are sufficient inputs and sufficient output storage capacity. No items may be placed into the output storage except for those items output by the production building itself.
Every Refinery, Factory, and Shipyard requires a process module with a limited number of “runs” to be installed which modifies the building to produce a specific end-product. These modules should be thought of as the particular process, related machinery, catalysts, etc. required for production. They are distinct from both the input materials, as well as the building itself, as they can be transported from building to building allowing for customization and re-tooling of production lines, and allowing for their sale and trade on the market.
Process modules can receive a variable number of inputs, but always output exactly one type of item. Once they are used, and no longer have a full number of runs, they are no longer tradeable on the market. Furthermore, whenever a process module is uninstalled from a building, there is a retooling cost-related which reduces the remaining number of runs.
Ships and publicly accessible buildings (Spaceports, Habitats, Marketplaces) will both experience wear, and therefore reduced durability as they are used, in proportion to their use.
Repair modules are finished goods, produced from a set of items specific to either ships or buildings, and can be utilized directly to restore durability. Repair modules are less effective when repairing ships & buildings with lower durability, therefore repairing a ship from 50% to 100% durability requires fewer repair modules than from 0% to 50%. The presence of a Crewmate with the Mechanic trait helps to increase the efficiency of each Repair Module.
Should the durability of a building drop to zero, the building will be inoperable, and will operate as if it had become restricted to all parties, including the owner. I.e. an inoperable Spaceport will only allow ships to leave, and will no longer allow for landing; an inoperable Habitat will no longer allow for recruiting or stationing crew and all crew present will need to be relocated to a functioning Habitat. Deconstruction of any building with less than 100% durability will additionally return a reduced set of materials.
Should the durability of a ship drop to zero, the ship will no longer be able to take off and must be repaired first. Deconstruction of any ship with less than 100% durability will additionally return a reduced set of materials. Durability loss can be slowed with the presence of a Crewmate with the Operator trait.
Inter-asteroid travel within Influence is based roughly on the “torch ship” concept. Ships spend the first half of their journey accelerating towards the target and the second half decelerating. Adalia’s gravitational impact, and the acceleration due to it, is ever-present and does impact flight trajectories which will be elliptical (or hyperbolic) and, therefore, require appropriate planning. Flights are limited to one Adalian year (~15 real days) by the life support capabilities of the Hab Modules.
All ships will begin a journey by entering orbit around the origin asteroid and a journey will end in orbit around the destination asteroid. This allows players the choice of where they will ultimately land on an asteroid’s surface, whether at a Spaceport, or, if flying a Light Transport, directly on the surface of a lot.
Players are able to set how much propellant they wish to expend by adjusting the loading percentage of their ship. For example, choosing a 100% propellant loading would indicate that the journey starts with the propellant tanks entirely full, and therefore the maximum change in velocity (delta-V) for a given ship is available. This would result in the fastest possible journey at the expense of propellant consumption. Typically an efficient journey will involve a <100% propellant loading factor since, according to the rocket equation, each additional increase in speed / delta-V results in an exponential increase in propellant required. The presence of a Crewmate with the Navigator trait reduces the propellant consumption rate.
Players will also need to consider and adjust the contents of their ships. If a player wants to minimize their travel time, they must also consider that any increase in the amount of cargo will require an increase in the amount of propellant required. Additionally, Crewmates with the Hauler trait will have increased ship cargo capacity.
In any case in which a ship has run out of propellant, has zero durability, or the crew has run out of available Food, emergency transport is available. This allows for a ship to travel a maximum of 0.5 AU at slow speed, resulting in a travel time of one Adalian year (~15 real days). Additionally, if there is any durability remaining on the ship, it will drop to zero upon arrival and require repair.
Items must be transported across the surface of the asteroids as they work their way through production chains and trade networks. Outputs from refining processes must be transported from the Refinery lot to the Factory lot to be further processed; finished goods must be transported into storage to be placed on the market; liquid hydrogen must be transported from the Extractor to the Spaceport to be placed in ships’ propellant tanks. In each of these cases, there is a fuel cost incurred in relation to cargo mass and distance.
Instant surface transportation entails expending enough hydrolox fuel to enable rapid transfer of items between lots. The amount of hydrolox fuel required scales linearly with the distance between origin and destination and the cargo mass. It is calculated based on the formula: fuel_constant * distance (km) * cargo mass (tons) and can be reduced by the presence of a Crewmate with the Logistician trait.
When there is no fuel available, items may still be transported, but progress is manual and slow at roughly 2.5 km / Adalian hour. This may incur significant time penalties, especially to traverse larger asteroids for which transport will take multiple Adalian days (real hours). At any time during the standard transport of items, players may elect to speed up the transfer by paying the instant transport fuel cost.
Any items transferred over distances less than or equal to 5km will be transferred instantly and at no fuel cost. The roughly 150,000 smallest asteroids in the belt (those with ~32 or fewer lots) will therefore benefit from free transport across their entire surface. Furthermore, this should heavily encourage settling contiguous lots on medium, large and huge asteroids.
Trading is the lifeblood of Adalia. With no NPCs (non-player characters), players will be responsible for the entirety of the supply chain and all market activity.
Sell orders can be placed by crew present on the same asteroid as the Marketplace. Sellable items include those present in any owned storage facility or ship cargo holds, provided the ship is landed. The items will remain in a “locked” state in the storage facility/ship cargo hold until they are sold. The seller is responsible for paying the surface transportation cost from storage to the Marketplace location. If the seller chooses not to utilize instant transport to the Marketplace location they will not be listed until they arrive via manual transport.
Buyers must reserve space in an available storage facility on the same asteroid as the Marketplace to successfully place a buy order. Additionally, the crew must be present on the same asteroid as the Marketplace. Any action that would remove access to that reserved storage space will result in the removal of the buy order. Once a buy order is filled, the items will begin being manually transported to the storage facility in which space was reserved. The buyer may then choose to speed up the transfer by spending fuel for instant transport. Finally, a fee of up to 5% in SWAY is assessed on the buy order and is allocated as described below in the Token section regarding SWAY economics.
All raw materials, refined materials, process modules, and finished goods in-game are tied to a specific location, and can therefore only be traded when present on the same asteroid. This results in a highly dynamic set of markets but requires an understanding of system-wide data to identify opportunities (ex. arbitrage). Weighted market data will be aggregated across all markets into a single system-wide index for each item on the market.
The SWAY token is the base currency in Influence and is the denomination used for all fees and all buy-side transactions on the market.
The universe of crypto-currencies is already enormous with many thousands of listed tokens and all the concomitant complexity that brings. To simplify the onboarding experience, provide for a clear delineation, and to eliminate several tax implications for players SWAY will ultimately serve as the primary point to enter into (and exit out of) the Influence universe. Initially, this entry point will be via automated market makers (AMM) such as Uniswap, exchanges like ZigZag, or others present on Starknet.
All in-game markets, owned and operated by players on asteroids, will offer trading pairs denominated in SWAY. As the only system-wide, fungible currency in Influence, this results in a significant reduction in the friction of trade and a more straightforward understanding of the state of the market for traders looking to discover opportunities.
The distribution of SWAY will be explicitly tied to participation in the Influence community and in-game activity. There are no allocations to outside investors and there will be no private pre-sales or discounts provided to insiders. SWAY is Adalian money, and will be fairly distributed to active, productive Adalians.
First and foremost, games should be fun. Influence aims to be a fun and immersive universe enabled by blockchain technology, rather than a project primarily driven by speculation with a thin “game” wrapper around it. As such, it would be self-defeating to design SWAY in a way that would encourage speculation and high volatility (i.e. hard caps, aggressive burn mechanics, hard-coded inflation schedules substantially lower than player-base growth, etc.).
SWAY can be acquired in the following ways:
The initial distribution of SWAY, prior to transaction fee-based emission, will be as follows:
If you would like a more detailed read after reviewing this page, we suggest diving into our tokenomics doc, where we outline our token in more depth.
Although any player can enter orbit around an asteroid, the asteroid surface is accessed via Spaceports which must be built by ships capable of landing on the undeveloped surface of asteroids. During Exploitation, this role is filled by the Light Transport ship. Once Spaceports are present, the Spaceports themselves can be set to allow all parties, allow only the owner, or can include a whitelist to restrict access to specific addresses. Spaceport access will be evaluated at the initiation of each journey allowing those who are already in flight to land even if their access had subsequently been barred.
Asteroid owners are able to create leases for any or all of their lots by setting several standard parameters. Additionally, leases can include a whitelist which allows lots to be restricted to a specific set of addresses. Leased lots come with no explicit limitations, but can include implicit restrictions communicated by the asteroid owner which may result in non-renewal of lease terms. Leases may also be modified with the agreement of both parties.
Organizations of all types and sizes are encouraged and expected to form in Influence. Rather than limit organizational creativity with a one-size-fits-all, hierarchical approach, organizations in Influence will be able to use flexible permissioning from the start. Inspiration for this approach are the approve and setApprovalForAll methods found on ERC-721 tokens (NFTs).
Any address is capable of operating as an organization (wallet or contract) by approving other addresses for specific actions on specific assets. For example, an organization address can grant approval to a logistics manager to transfer into and out of specific Warehouses owned by the organization. Approval could also be granted to a leasing manager to create lease terms for a specific organization-owned asteroid.
The expectation is that the community (potentially supported by grants) will independently develop organization contracts which take advantage of the granular nature of the approvals system. This will ultimately allow for custom roles and groups, as well as custom logic which may be utilized to, for example, automatically grant new members basic organization permissions.
Getting Started continued...