Build Farm Thrive

WorldVille —
The Community-Owned Civilization

The first civilization MMO where the token represents ownership of the world itself — not rewards for grinding.

The Vision

Start with one field.
Finish with a city.

Every player begins with a single homestead and grows it outward — farm by farm, road by road — into a town, a city, a harbour — your own persistent world, in a shared, social game where you visit, help and trade with real players.

🌾Homestead1 plot
🚜Farmssupply chains
🏘️Townsfirst neighbours
🌆Citiesdistricts & rail
💱Tradesell what you build
How you play

Build, produce,
trade & grow.

WorldVille is a living, server-authoritative city-builder. Place buildings on your land, run real-time production, follow a 20-mission Founder's story, and bind it together with the Great Rail — then trade what you build with real players.

🏗️Build & collectPlace homes, shops, farms & factories on a grid. When one's ready a coin bobs above it — tap to bank Coins & goods.
🏪Supply chainsOffices & farms make goods; shops sell them; mills, bakeries, creameries & sawmills refine goods into flour, cheese, planks & more.
🎓Schools & workforceBuild a School and enroll idle citizens; graduates become workers you can assign to businesses.
👥Staff your businessesEvery business needs workers to run at full output. 0 workers ≈ 40%, half-staffed ≈ 70%, fully-staffed = 100%. Free players still earn — just slower.
🍴Workers need foodFarms feed your workforce. Fed workers produce +20%. Hungry workers drop to 85%. Farms aren't optional once you scale.
🚚Food TrucksPark a Food Truck near a cluster of offices & shops — every business in a 4-cell radius gets an extra +15%. Stack carefully (capped at 1.5× total).
😊People & jobsCitizens split into farmers, workers & professionals. Balance homes with workplaces, keep happiness high, employ everyone.
🚆The Great RailBuild stations to push rail efficiency up to 300%. Trains couple as you grow — every lap pays more and earns in-game $WORLD.
🌉Drawbridge & harbourThe bridge raises on a timer so boats can pass; cars wait, the yacht goes through. Geometry decides what crosses where.
🌗Day & nightThe world cycles through dawn, noon, dusk and midnight. Headlights come on after dark; streets thin out at night.
🎯Story & eventsA 20-mission Founder's arc (homestead → civilization) plus a rotating weekly event with bonus rewards.
🏅PrestigeFinish the chain to Charter a New Colony — a permanent, stacking income multiplier.
The mechanic loop

The productivity chain

Every business needs people, and every person needs to eat. The chain composes — and you can buy out any link in the player market if you don't want to wait.

A

StaffingSchools → Graduates → Workers → Businesses

Build a school, enroll a class, graduate workers, and assign them to the offices, shops, and farms that need them. Understaffed businesses produce at ~40%. Half-staffed: ~70%. Fully staffed: 100%.

🎓 School👥 Graduate🏢 Assign📈 Higher yield
B

FoodFarms → Food pool → Fed workers → +20%

Farms feed your workforce. Collect a farm and food enters the shared pool. As long as there's food for everyone, every business produces +20%. No food = hungry city, 85%.

🌾 Farm🍴 Food pool👥 Fed workers+20% productivity
C

BoostFood Trucks → +15% within 4 cells

Park a Food Truck near a dense block of offices and shops. Every business inside the 4-cell radius gets an extra +15% on top of staffing × food. The full stack caps at 1.5×.

🚚 Food Truck📍 4-cell radius+0.15 eachCap 1.5× total
P2P shortcut
School still 90 seconds out and you need workers now? Contract them from another player. The Workers Market lets you rent graduates for a duration in Coins or $WORLD — they staff your city until the contract expires, then auto-return to the owner.
§1

A three-layer economy,
built to last.

Most game tokens collapse because the token is the gameplay. WorldVille separates concerns into three clean layers — so the fun never depends on the price.

1

Layer 1 — ResourcesGoods, flour, cheese, planks

The raw materials of your civilization. Farms make goods; mills turn goods into flour, creameries into cheese, sawmills into planks; bakeries and delis sell them on. Resources have no crypto value — they are the substance of play.

📦 Goods🌾 Flour🧀 Cheese🪵 Planks
2

Layer 2 — COINSThe in-game currency

Coins are earned and spent entirely within WorldVille — sales, supply, upgrades, land. They never leave the game and are never crypto. A stable, sink-rich economy you can balance like any great city-builder.

Earned by playingSpent on buildingNever tokenised
3

Layer 3 — $WORLDThe ownership layer

A token meant to represent a stake in the world, not a reward for grinding. The design intent is no farm-emissions and a sink-rich economy; final supply & tokenomics are set at launch. $WORLD amplifies the game — it is not the game.

Supply & distribution — finalized at launch
Core principle
Players should want to play even if the token went to zero. The token amplifies the game — it is not the game.
Player economy

Everything you build
is worth something.

The real multiplayer hook: anything that produces is an ownable, tradable asset — priced in Coins or $WORLD. What you build and level up has value to you and to other players. Every trade is atomic and server-authoritative, so value can't be faked.

🏪Asset MarketList a built-up business (its upgrade level baked in) — a buyer pays Coins or $WORLD and it transfers to their city, ready to earn. Live in the game.
📝Lease MarketRent a business to another player for 1h / 6h / 24h and take the fee — recurring income without giving up the asset. Live in the game.
👥Workers MarketNeed staff right now? Contract graduates from another player in Coins or $WORLD; they staff your city for the duration, then auto-return. Live in the game.
🏢Corporations & shares RoadmapIncorporate a business, issue shares, sell them for $WORLD; shareholders earn a cut of its income.
📈Commodities & trade routes RoadmapA P2P order book for goods/flour/cheese/planks — your farms feed my factories; ship goods between cities for a margin.
👥Live presence RoadmapYou own your city; friends can visit and see you (and each other) building, helping & bidding in real time.
⛓️On-chain $WORLD RoadmapAn on-chain bridge (gated) will let in-game $WORLD balances settle as real, withdrawable tokens. Nothing is minted yet.
Free vs paying — the rule
Staffing, food, and food trucks are all reachable by free play. Premium $WORLD spend (Skip wait, Buy Coins, Worker contracts) only ever buys time — never raw multipliers a free player can't reach. A patient free player still tops the leaderboard; spending players just get there faster. The token amplifies pacing, not power.
§2

Civilization Score

A soulbound, non-transferable, bot-resistant measure of everything you have ever contributed to the world. It can't be bought, sold, or farmed by scripts — only earned by building.

🏛️ Civ Score
Every meaningful action adds to your soulbound score — the bigger the build, the bigger the contribution.
🌾Place a small buildingsmall +
🏫Place a civic 2×2 (school, city hall)medium +
🤝Help a neighbour+15
🎯Complete a story missionlarge +
🏛️Raise a wonder & charter a colonyvery large +
Live in the game — shown as 🏛️ in the HUD
🔒
Soulbound

Tied to your account forever. It cannot be transferred, gifted, or sold to another player.

🤖
Bot-resistant

Score rewards real, varied contribution — not repeatable clicks — so scripts and sybils can't farm their way up.

📈
Drives progression

Unlocks tiers, permits, and governance weight — and decides who earns seasonal rewards.

🏅
Reputation that means something

The single honest signal of who actually built this world.

§3

Season Points & 30-day Seasons

Contribution is measured in 30-day seasons. Season Points are live in the game today as the soulbound score you accumulate during each season. Whether (and how) the seasonal pool ever pays out is Roadmap — gated pending legal sign-off, see below.

🛠️Contributebuild · trade · events · help neighbours
🔷Earn Season Pointsnon-transferable, per season
📅Season Endsevery 30 days
🎁Reward Pooltop contributors only

🔷 How Season Points are earned

  • Building — new farms, shops, civic structures & wonders
  • Trading — selling what you build on the player market (roadmap)
  • Events — participating in world events & tournaments
  • Social — helping & gifting neighbours

💰 Status

Season Points are live in the game today as a soulbound, per-season contribution score. The reward pool itself is in design — how (or whether) it pays out is gated pending legal structure + operator sign-off. No real value moves until then.

Roadmap · §4

Corporations & shares

On the roadmap (designed, not yet live): pool businesses into a corporation, issue in-game shares, and let other players invest for a cut of the income — part of the player economy above. We build in slices and track every item openly on the status board.

§5

$WORLD

$WORLD is the planned on-chain ownership + access layer. Nothing is minted yet — supply, distribution and on-chain details are being finalized at launch, so we don't publish placeholder numbers. Today you earn an in-game $WORLD balance from rail milestones & quests; a gated on-chain bridge will make it real and withdrawable. Holding $WORLD is planned to gate access to play. Creator/trading fees are operator revenue (they fund the servers); any player reward pool is optional, operator-funded, and gated pending legal sign-off.

Come build a world
worth owning.

Plant your first field today. The homestead is free, the world is shared, and the civilization is yours to grow.

build v0.125.0-dev.0