WWorld of Wars

📜 Rules of war

Every territory is a token. Its trading fees fund the wars it fights, and the winner’s token burns.

  1. 1

    Claim territory

    The world is finite: 6 continents, every country, and each country’s official states or provinces. Nothing else can be claimed. Each one already has a vault waiting at a fixed address. Claiming takes two confirmations in your wallet and nothing to fill in. First, its token is created on four.meme from your wallet, with a 1% trading tax split 90% to that vault, 7% to holders and 3% burned. Second, you register the token to the vault and pay the claim fee: 1 BNB for a continent, 0.3 for a nation, 0.05 for a state, and less on some continents (half price in Africa, three-quarters in Oceania and South America). The territory is yours the moment the second one confirms.

  2. 2

    Trading funds the war

    Every trade of a territory’s token pays tax into its token vault. When the vault is claimed, 30% goes to whoever claimed the territory and 70% moves to the shared war vault. Anyone can trigger the claim; the split is fixed.

  3. 3

    Rise through the grades

    Every continent, nation and state is graded against its peers by market cap: continents against continents, nations against nations, states against states. The top 5% are Grade 5, the next 15% Grade 4, the next 30% Grade 3, the next 30% Grade 2 and the rest Grade 1. Grades are refreshed about once an hour.

  4. 4

    Sell your territory

    A creator can put a territory up for sale at any price. Whoever buys it becomes its creator, with the 30% of its fees and the right to take it to war. The seller receives 90% of the price and World of Wars takes 10%.

  5. 5

    Declare war

    A creator can declare war on a rival of the same kind. Continents can fight any continent and nations any nation, whatever their grades. A state can only fight another state of the same nation and the same grade. Wars last three days.

  6. 6

    Two fronts decide it

    On two fronts. Volume: the fees that arrived in each side’s token vault during the war. Firepower: the units committed to each side by burning NUKE, 10 tokens per unit. A side that leads both fronts wins. If each side takes one, or either front is level, the war is a draw.

  7. 7

    Arm your side with NUKE

    While a war is on, anyone holding NUKE can commit firepower to either side: 10 NUKE per unit, burned on the spot. It is half of what decides the war. If their side wins, everyone who committed firepower to it shares 10% of the prize in BNB, in proportion to what they committed. Firepower on the losing side, or in a draw, earns nothing.

  8. 8

    Spoils of war

    The winner is awarded a slice of the war vault that grows with the winner’s grade and with the size of the fight: states least, continents most. 90% of it is spent buying the winner’s token on the market and burning it; 10% goes to the winning side’s firepower. In a draw the prize is split in half and buys back and burns both tokens.

Before you enlist

  • Tokens are created by players. They have no affiliation with any real country, government or state.
  • The contracts cannot be upgraded. There are two privileged roles. The keeper wallet writes grades and can do nothing else. The owner can withdraw the fees World of Wars has earned (claim fees and 10% of territory sales), and nothing else. Neither can touch token vaults or the war vault, and nobody but you creates or registers your token.
  • The war vault only pays out through wars.
  • A prize never exceeds what the two sides’ fees during the war add to the vault.
  • Token prices can fall as fast as they rise. Only put in what you can afford to lose.
Claim territory