Two currencies, one loop
Clash Front runs on two currencies with a fixed conversion between them. CT is the money — deposited from your wallet, spent on land actions, withdrawn back. Gold is the in-battle resource — mined during a fight, spent on towers and hires, plundered on victory. Everything round-trips through the same rate.
CT — the money layer
CT is the Ether Fantasy token, live on Pentagon Chain. It's the currency of the game world. In CF, CT pays for:
- Raising armies (per-soldier + per-officer costs, split across food/gold/wood)
- Renting Masters (from the Masters API rental market)
- Enriching your land (see below — this is the landlord's main use)
- Developing tracks — AGRICULTURE / ECONOMY / DEFENSE / MILITARY levels
- Building defensive modules (WALL, TOWER, GATE, TRAP, GRANARY, PET_DEN)
- Committing to a MARCH & COMMAND live battle (the queue fee)
- Summoning non-native pet species from your NFT blueprints
At v2 pricing (÷100 rescale, 2026-07-10): a line soldier ≈ 0.02 CT, a level-1 development ≈ 1–1.5 CT. Start balances ≈ 5 / 50 / 500 CT depending on account tier. At ≈ $0.10/CT, most actions cost pennies.
Gold + materials — the overworld resource layer
Extraction happens on the CF overworld map, not on the battlefield. Assign worker pets to your parcels — they mine, farm, and craft over time based on the land's biome and enrichment level. What they produce sits in the parcel's stockpile until you ship it, spend it, or lose it.
- MINE workers → Gold + Wood + Iron + Stone + rare metals to the territory stockpile
- FARM workers → Food to the territory's food stock
- CRAFT workers at a Workshop → equipped arms + fortification upgrades from stockpile materials
- GUARD workers → defensive contribution when the parcel comes under attack
Species matters — Fire pets mine volcanic ground better; Leaf pets farm forest better; Iron pets mine anywhere at a bonus. NFT-blueprint owners can summon any species onto any parcel, paying an ongoing summon-premium in CT for the privilege.
Landlord tax + enrichment — the landowner's game
Land isn't passive real estate. It's a machine that clips a share of every economic flow that passes through it, and it grows more valuable the more its owner invests.
- 30% landlord tax on CT flows through your land. Somebody occupies it, spends CT while occupying — you take your cut, even if you're not there.
- Enrichment — the landowner spends CT into the land's enrichment pool. The pool pays out yield to whoever CURRENTLY governs the land (so conquest inherits it — attackers who occupy pillage a share, then start receiving the trickle themselves).
- Prosperity climbs with enrichment. Populace grows. Draft cap + speed climb. Cheaper per-soldier costs.
- Species migration — enriched land rolls "a general arrives" migration events, expanding the pet species available to draft on that biome.
- DNA fragments drop from enriched-land yields — enough fragments craft new pet NFTs of that species.
Enrichment is the CT-sink that makes landowners want to make their land worth occupying, and gives occupiers a reason to keep enriched land under their flag instead of sacking and moving on.
The command-queue fee
Live 30 Hz battles need real server capacity. Elective live commanding costs an escalating CT fee — 1 · 3 · 5 · 10 · 20 CT for the 1st through 5th battle you commit to at once. Max 5 concurrent per player. The fee burns (removed from circulation), which keeps the sink real. Cancellable before the battle starts → fee refunded.
Chain split
| Chain | Assets |
|---|---|
| Ethereum L2 | Estates (L2 land NFTs) |
| Polygon L3 | L3 singles + hexagon-city land |
| Pentagon Chain | Character NFTs (Masters), CT token, escrow accounting, burn ledger |
Coming later — the full loop
Specified, not implemented. See the roadmap.
- Farming — food production per AGRI level, populace consumption, granary caps
- Crafting — weapon/armor construction from mined + gathered materials
- Tax cycles — periodic draws from populace to treasury (double-entry ledger)
- Populace mechanics — growth from prosperity, decline from starvation, rebellion risk model
- Enrichment reveals — the full "invest CT → gain populace + draft cap + cheaper soldiers" loop live
Reference tables — the price book
Base currency + NPC trade ratios (baseline reference)
Fixed conversion: 1 CT = 100 Gold everywhere. No arbitrage, no exchange games. The ratios below are the reference baseline. Actual prices at each parcel drift dynamically based on local supply and demand — see the "Dynamic marketplace" section below for how AMM pricing works.
| Item | NPC sells to you | NPC buys from you | Notes |
|---|---|---|---|
| Food (apple) | 2 g | 1 g | Baseline consumable |
| Wood | 2 g | 1 g | Baseline material |
| Stone | 3 g | 1 g | Fortification material |
| Cloth | 5 g | 2 g | Semi-common (v0.2 material) |
| Iron | 5 g | 3 g | Weapon / armor crafting |
| Fur | 10 g | 5 g | Semi-rare, renewable from pets |
| Rare metal | 50 g | 25 g | Legendary + named-artifact crafting |
Hiring costs — CF main-map, outside 3D combat
Line units draft cheap from populace. Elites cost more AND require fur for their campaign gear (cloaks, insulated harnesses — needed for overworld deployment). Archers need wood in both games (bow shafts). Siege units don't need fur — the crew rides inside the machine.
| Unit | Gold | Wood | Fur | Iron | Notes |
|---|---|---|---|---|---|
| Line footman | 2 g | — | — | — | Populace-drafted, cheapest |
| Line archer | 3 g | 1 | — | — | Bow needs wood (matches 3D game) |
| Line spear | 3 g | 1 | — | — | Spear shaft |
| Line cavalry | 5 g | — | — | — | Horses from populace |
| Line siege | 15 g | 5 | — | 2 | Complex build |
| Elite footman | 10 g | — | 1 | — | Cloak + fur trim for CF deployment |
| Elite archer | 15 g | 3 | 1 | — | Composite bow + insulated cloak |
| Elite spear | 15 g | 3 | 1 | — | Better tempered |
| Elite cavalry | 30 g | — | 2 | 1 | Better armor |
| Elite siege | 40 g | 8 | — | 5 | Reinforced — crew rides inside |
Pet NFT direct summon — outside battle, on your parcel
If you own the NFT blueprint for a species, you can summon it directly onto any parcel you control — bypassing the biome-native draft. Cost includes a base gold + wood + fur (campaign gear); non-native summons pay a premium; rare mythic blueprints need a heavier ceremony (rare metal, iron for the harness).
| Summon | Gold | Wood | Fur | Iron | Rare metal |
|---|---|---|---|---|---|
| Native species on native biome | 20 g | 2 | 2 | — | — |
| Non-native summon (biome mismatch) | 30 g | 2 | 3 | — | — |
| Rare species (mythic blueprint) | 100 g | 10 | 10 | 2 | 1 |
Fur yield by species type
Every worker pet passively yields fur per game-day into the parcel's stockpile. Fur is renewable — pets are never lost to being sheared (the Palworld model, canon).
| Species type | Fur / day per worker pet | Notes |
|---|---|---|
| Warm-blooded | 0.5 fur/day | Fire, Ice, Dragon, Flyer, mammalian, ursine, felid — full pelts |
| Leaf | 0.2 fur/day | Mossy, plant-hybrid — sheds slower |
| Underworld / Phantom | 0.1 fur/day | Ghostly wisps — minimal but present |
| Cold-blooded / synthetic | 0 fur/day | Iron, Rock, Insect, Toxin, Ships — no fur to shed |
A player with 30 warm-blooded worker pets = 15 fur/day = 450 fur/month, enough for ~30 elite footman hires or ~150 pet summons per month. Cold-blooded rosters need to trade at NPC vendors (10 g/fur, 50% markup) to hire elites.
Worker pet role outputs (per pet per day, before enrichment / affinity)
| Role | Base output | Species affinity bonus |
|---|---|---|
| MINE | 2 gold + 1 wood + trace iron/stone | +25% on matching biome (Fire on volcanic, Iron on any) |
| FARM | 3 food | +25% on matching biome (Leaf on forest) |
| CRAFT (at Workshop) | 1 crafted arm (converts stockpile mats) | +15% for species-appropriate crafting |
| GUARD | defensive contribution scaling with fame + strength | +25% for Combat / Toxin (fighters) |
| HOMESTEAD (NFT-only, passive) | Yield share, no active fight | N/A — canon rule (never defends) |
Enrichment payoff
| Landowner invests CT | Pool grows | Payout |
|---|---|---|
| Enrichment CT into a parcel's pool | Attached to land, conquest inherits | Pool pays out ~⚙12% per game-year to CURRENT governor (spread across daily ticks with integer carry) |
- Landlord tax — 30% share of CT flows through your land (income to your wallet even if you're not occupying)
- Prosperity nudge — enriched pools raise prosperity, which raises populace, which raises draft cap and lowers per-soldier cost
- Pet migration rolls — enriched land triggers "a general arrives" pet-species migration events
- DNA fragment drops — enriched-land yields drop pet-DNA fragments — enough fragments craft a new pet NFT blueprint
Consumption / upkeep (the ongoing sink)
| Consumer | Rate | Consumes from |
|---|---|---|
| Populace (civilian pop) | 0.5 food / pop / day | Territory foodStock |
| Garrison army | 0.5 food / troop / day | Territory foodStock (friendly land) or army provisions |
| Marching army | 1.0 food / troop / step | Army provisions |
| Battle-food (upfront) | Scaled by troops × battleFoodNeed | Army provisions (spent win or lose) |
| Pet upkeep (owned, native biome) | ~0.01 CT / pet / day | Territory treasury |
| Pet upkeep (non-native summon) | ~0.05 CT / pet / day | Territory treasury |
Net-sink target: for a well-run parcel (workers assigned, workshop online, overseer alive), food/gold produced ≈ 1.05 × consumption. Slight ongoing surplus for active management. Neglect grinds you down over weeks — the world doesn't inflate CT/food/materials indefinitely.
Command-battle queue fees
| Concurrent battles committed | Fee | Notes |
|---|---|---|
| 1st | 1 CT | Burns (CT sink). Cancellable before start → refund. Max 5 concurrent per player. |
| 2nd | 3 CT | |
| 3rd | 5 CT | |
| 4th | 10 CT | |
| 5th | 20 CT |
The dynamic marketplace — AMM per parcel
Prices don't sit still. Every parcel is its own local market with a real supply/demand curve. The system runs a constant-product AMM pool (like Uniswap) for each resource pair — buy iron, price of iron ticks up; sell iron, price ticks down. Real economics, real trade routes, real arbitrage opportunities.
Market depth scales with parcel size × enrichment
Small unenriched parcels have thin liquidity — a modest trade can swing the price 20%. Big enriched estates have deep pools — whales can trade 10,000 gold without moving the market. This is why enrichment tier matters for trading centers.
Enrichment reduces the fee spread
On top of AMM slippage, each trade pays a fee. Tier 0 land takes 25% each way (50% total spread — brokers eat well). Tier 5 land takes 5% each way (10% total spread — near-perfect market). Better commerce infrastructure = tighter margins.
| Enrichment tier | Buy fee | Sell fee | Total spread |
|---|---|---|---|
| T0 (base land) | +25% | −25% | 50% |
| T1 (trader's tent) | +20% | −20% | 40% |
| T2 (market stalls) | +15% | −15% | 30% |
| T3 (merchant guild) | +10% | −10% | 20% |
| T4 (proper marketplace) | +7.5% | −7.5% | 15% |
| T5 (trade hub) | +5% | −5% | 10% |
Emergent trade routes
Iron-rich land (mountainous, volcanic) will sit with a supply overhang — its local iron price drops toward baseline. Iron-poor land (coastal, plains) will show shortage — its price climbs above baseline. Players who occupy parcels on both ends can arbitrage the difference. Empire logistics becomes a real activity.
The system runs an invisible balancer (100 K gold/hour globally, 100 trades/hour cap) that fixes only egregious gaps (≥30% price difference). It won't touch 10–25% gaps — those belong to the players.
v2 (later) adds real player caravans — physical goods movement, takes real time, raidable by bandits or hostile players. v1 is the invisible-balancer.
Enrichment tiers — where your CT actually goes
Enrichment is the landowner's investment loop. All spending happens through the parcel map designer — one CT sink for everything, whether it changes the visual map or not. Nine tracks, five tiers (T0 → T5). At max tier, the land visibly becomes a city-state.
| Track | What T0→T5 unlocks | Visible on map? |
|---|---|---|
| Populace + Fertility | Max pop 100→350, birth rate scales | No |
| Apothecary / Herbs | Starvation recovery, garrison morale regen, pet healing | No |
| Resource nodes | 2 → 8 nodes, +25% richness per tier, rare-metal chance climbs | Yes — more mines visible |
| Wild spawn quality | Elite mob chance, BOSS lairs, evolved wild pets, DNA drops | Yes — elite camps render |
| Defense capacity | 4 → 16 buildSpots, fortification ring grows | Yes — castle ring |
| Workshop tier | None → shed → proper → advanced → grand → master (crafts named artifacts) | Yes — building grows |
| Market efficiency | 50% spread → 10%, AMM depth 25× deeper | Yes — market pavilion |
| Weather resistance | Bad-weather penalties softer, good-weather amps stronger | No |
| Fur yield | +50% shed rate at T5, rare-color fur chance climbs | No |
Investment ladder by land size
Bigger land, bigger investment, disproportionately bigger payoff.
| Size | T5 max | Dollar equivalent |
|---|---|---|
| SINGLE parcel | 12,000 CT | ~$120 |
| MEDIUM manor | 30,000 CT | ~$300 |
| LARGE (KEEP) | 100,000 CT | ~$1,000 |
| GIANT (CASTLE) | 500,000 CT | ~$5,000 |
| EPIC (PALACE) | 2,000,000 CT | ~$20,000 |
An EPIC PALACE at T5 has ~11× the populace, ~10× the node count, ~1,000× the market depth, and hosts BOSS lairs constantly (rare-mon farming heaven). It's the biggest prize on the map — the reason warlords fight for enriched estates.
Materials → arms → elites (the crafting chain)
Elite units don't come from a "hire elite" button — they come from a production chain that starts with your workers and ends at your workshop.
- Worker pets MINE materials (iron, wood, fur, rare-metal, stone) into the parcel's stockpile.
- CRAFT worker pets at your Workshop build ARMS from stockpile materials. Each arm is a specific unit's equipment (elite footman arm, elite archer arm, etc.).
- Hire elite = pay gold + consume 1 arm + present an evolved-form (Form 2+) pet species. No arm, no elite. No evolved pet species, no elite. No shortcut.
Arms are STORABLE + TRADEABLE — you can craft in peacetime, stockpile, sell arms at the AMM to another player who has the evolved pet but no workshop. Real production economy.
Wipe — what happens when you lose everything
There's no time-based wipe in Clash Front. The rule is simple: zero territories = you're wiped. Whether that happens because enemies took your last castle, or because you stopped playing long enough for your parcels to overgrow to WILD, the result is the same.
- All armies disband (no orphan starving soldiers on the map)
- All Masters go to EXILE state (still yours, no assignments)
- All pet deployments cleared (pets walk home)
- Territory stockpiles + food revert to zero (WILD takes it)
- CT balance stays. NFT ownership stays. Money is money; blueprints are blueprints.
Coming back? You still own your CT, your Masters, and your pet NFT blueprints. You can walk onto any WILD parcel to claim it, buy fresh land from the marketplace, or conquer your way back. The world doesn't remember you owned it — but it also doesn't hold your absence against you.
This is the real-world rule: abandon too long and it's gone. Prevents dead data from inactive players, keeps the map alive for active ones.