Dynamic Supply & Demand
Last updated
Last updated
The halvening is a mechanic that attempts to reflect real world supply and demand to determine the prices of in-game items. The purpose of the halvening is to mitigate inflation of the SFL token as more players onboard and promote engaging gameplay. Essentially, the more players that begin playing, then the harder it will be to earn SFL.
The next halvening period is when we reach a total supply of 40,000,000. You can track the supply of SFL here: https://polygonscan.com/token/0xd1f9c58e33933a993a3891f8acfe05a68e1afc05
When a halvening occurs, the buy and sale price of a range of in-game items becomes half the amount. This means that a seed which previously cost 1 SFL to buy would now cost 0.5 SFL.
This also means that a crop which could be sold for 2 SFL, now can only be sold for 1 SFL.
The halvening and corresponding prices are based on the total supply of the token.
This includes circulating and tokens sent to the burnt address.
When the supply is less than 100, 000 farmers receive $0.02 SFL when they sell a sunflower. On the other hand, when supply is between 100, 000 and 500, 000 farmers will only receive $0.01 SFL when they harvest a sunflower.
A rough time estimate of the total supply threshold is made and announced to players. When this time is reached, the prices automatically update.
The halvening affects the SFL requirements for a range of resources.
Seed buy prices
Crop & Fruit sell prices
Chickens
Treasure Island Bounties
Exotic Crops
Deliveries Reward Base SFL (The profit on each delivery will stay the same but overall price will decrease)
Buildings (excluding wells)
The following items are not affected by the halvening.
Expansions
Tools
Decorations
Stella & Auction items
Potion House entry fee
Workbench craftable items (Basic crow..etc.)
These items are the not designated as halving items as they are critical to the resource economy and provide a great burn of SFL in the game.
The team will manually implement the halvening as close as possible to the supply metric. This may be slightly off the exact number.
A 24 hour countdown will appear in game once we are closing in.
Deliveries have become a great mechanic which encourages players to diversify their resource management. We want to encourage this behaviour and hence have kept the incentives of a decent profit when completing deliveries.
The SFL profit also provides a great means for new and existing players to earn a consistent amount of SFL to craft tools, expand & collect decorations and equipment. With a lowered SFL earn on crops, deliveries ensures that players can still progress without getting frustrated.
Should you keep resources for upcoming events/rare items or do you want to sell them while the sale price is higher?
If you keep your resources, you may be advantaged with upcoming events or rare items that may be released. For instance, Auctions that may occur following the Halvening. On the other-hand, if you sell your resources before the halvening you will receive twice the amount of SFL.
Sunflower Land is a game and this part of the strategy is all up to you.
Good luck with your decision!
Tokens in supply
SFL per Sunflower Harvested
Less than 100,000
$0.02
Less than 500, 000
$0.01
Less than 1, 000, 000
$0.004
Less than 5, 000, 000
$0.002
Less than 10, 000, 000
$0.001
Less than 20, 000, 000
$0.0005
Less than 30, 000, 000
$0.00025
Less than 40, 000, 000
$0.000125
Less than 50, 000, 000
$0.0000625
Every 10 million tokens half again.
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