§2.1
Overview
A Worker is an Office-grade NFT that accrues
WAGE from the shared hourly pool while staked. Workers have no grade. Earnings depend on total staked Worker count at the moment of each hourly tick.
§2.2
Staking at the Office
Deploy a Worker to any Office slot. Staking is instant. Recall is permitted only when the staked Worker has zero accrued WAGE. To unstake a Worker with a non-zero balance, CLAIM or QUIT first.
§2.3
§2.4
Claiming
A Worker must have at least 2000 accrued WAGE before CLAIM is permitted. CLAIM distributes 20% to the staked-Agent tax pool and the remainder to the Worker owner. The Worker remains staked.
§2.5
Quitting
QUIT is a coin flip weighted by the current seizure probability (50%). On loss, the entire accrual is seized to the Agent tax pool. On win, the full accrual credits the Worker owner. The Worker is unstaked either way.
§2.6
Pool Day Simulator
Model per-Worker daily and hourly rate at arbitrary total staked counts. Enter a hypothetical total; the rate interpolates live from the current breakpoints.
§2.7
Worst Case
You QUIT at your maximum accrual. The coin lands against you. All accrual is seized to the Agent tax pool. Your Worker is unstaked. You retain the Worker NFT and may re-stake at any time.
§2.8
Hidden Productivity Variance
Every Worker carries a confidential productivity profile assigned at enrollment. The profile is not disclosed to the owner. It modulates daily output without altering the flat 80% Claim rate or the 50% Quit seizure probability.
The Five Hidden Stats
At mint time each Worker is issued the following confidential values. The bounds are published here; the individual values are admin-only.
- Yield range — a lower and upper bound on the Worker's daily productivity, expressed as a percent of base rate. Both are rolled within seeded Setting bounds.
- Volatility — how strongly daily output clusters near the midpoint of the yield range versus the extremes. Low volatility produces steady performers; high volatility produces dramatic performers.
- Double Shift chance — the probability, on any given day, that the Worker's output will be boosted (the red DOUBLE SHIFT stamp appears on the Worker card). Expressed as basis points.
- Burnout tolerance — the Worker's personal tolerance for idle hours between Claims. Maps linearly into the global grace window defined below.
- Seed — a 32-hex identifier that makes the daily roll deterministic. The same seed and the same date always produce the same day's roll.
The Daily Roll (00:00 UTC)
Every UTC midnight, a deterministic per-Worker roll resolves today's hidden stats into a concrete yield percent and a boolean DOUBLE SHIFT flag. The roll is persisted to an NftDayRoll row and is replay-auditable. The roll is idempotent — re-running the worker writes no new rows.
Hourly Credit Formula
Each hourly pool tick credits every staked Worker a per-Worker base rate modulated by that Worker's daily roll and burnout multiplier. The formula is published in full:
hourly_credit = base_hourly_rate
* (yield_pct / 100) # today's daily roll
* (double_shift ? 2.0 : 1) # DOUBLE SHIFT multiplier
* burnout_multiplier(last_claim_at, tolerance) # see §2.8.5
Burnout (Idle Worker Adjustment)
Each Worker has a personal grace window between 36 and 72 hours after the last Claim. Past the grace window, the hourly credit decays by 0.5 percentage points per hour, floored at 50% of base. Filing a Claim resets the grace window to zero and restores full productivity on the next tick. Agents do not burn out — burnout applies only to staked Workers.
| Parameter |
Current Value |
| Grace window — tolerance 0 |
36 h |
| Grace window — tolerance 100 |
72 h |
| Decay rate after grace |
0.5 %/h |
| Minimum multiplier (floor) |
50 % |
What You See
On days when a Worker rolls DOUBLE SHIFT, a red DOUBLE SHIFT stamp appears on the Worker card until midnight UTC. No numeric value is ever displayed. No burnout percentage is ever displayed. The individual stat values behind the variance are confidential. Pattern inference — 'this Worker always earns more, this one burns out fast' — is the intended player experience.