CONCEPTSTRATEGY & WARFAREC3
WORLD · POWERED BY WAR GAMES Engine

$WAR

Alliances, resources, strategy and global conflict.

A strategic simulation of competing nations, alliances and finite resources.

MODELWAR GAMES EngineCOMPUTEC3 · BENCHMARK REQUIREDVERIFICATIONNEEDS PROOF

Current state

This is a v2 concept example, not a live World. No player counts, token prices, Season metrics, or runtime balances are fabricated.

Model

WAR GAMES Engine

Strategy & Warfare

Compute profile

C3

Benchmark required before launch.

Verification

NEEDS PROOF

Economic settlement remains unavailable until the applicable validation system exists.

SEASONS

Bounded runs with frozen rules.

A World can persist indefinitely while individual Seasons define a specific starting state, entry window, objective, randomness policy, and settlement rule. This concept has no live Season yet.

Status: concept preview. No registration, player entry, or economic Season is currently open.
PLAY

Local action first. Capital only when verified.

When a World uses an optional named World Token, players can use it for declared local actions. A future eligible competitive template may separately lock $SPAWN as collateral only after the applicable vault, settlement rules, controls, and legal gate are verified. The two balances are not silently mixed.

OPTIONAL LOCAL UTILITY

$WAR

Creation, access, actions, scenarios, or other declared World utility.

PROPOSED NETWORK CAPITAL

$SPAWN

Only where an eligible Season explicitly uses verified collateral rules.

COMPUTE

$ETH

Funds runtime, gas, storage, and verification infrastructure.

EXAMPLE $[NEW TOKEN]

$WAR could power this World.

Token creation is optional. Final supply, sinks, action fees, liquidity, and distribution are not declared until the World is prepared for launch. Spawn will not invent tokenomics simply to make a concept card look complete.

Read Optional Token Design →
MODEL LINEAGE

Built from WAR GAMES Engine.

A World permanently identifies the exact Blueprint version it depends on. Material changes to core mechanics create a new Blueprint/version rather than silently changing the rules underneath existing users.

Open WAR GAMES Engine →
RUNTIME

Compute cost is part of the product.

C3 is only the current planning class. Before a real launch, the configured World must be benchmarked for CPU/GPU time, memory, I/O, storage, verification overhead, estimated cost per tick, and funded runway.

Read Runtime Architecture →
VERIFICATION

Execution does not equal settlement.

The current concept is marked NEEDS PROOF. An economically relevant result cannot update $SPAWN claims until it satisfies the declared verification and finality process.

Read Verification Classes →