# Economy Flows

<figure><img src="https://3950957335-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWLFkJhVuK3ZWyPFLS1KF%2Fuploads%2FQfhIhEQTIJBu8NfBogYl%2FUntitled.png?alt=media&#x26;token=45ce2543-0cf7-43d0-b311-e71d96d09bc4" alt=""><figcaption></figcaption></figure>

<figure><img src="https://3950957335-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWLFkJhVuK3ZWyPFLS1KF%2Fuploads%2FZxSTOwlYtaJ35qbxjbpP%2FUntitled-2.png?alt=media&#x26;token=a203d407-201b-41bb-bfd2-d59a5d59305a" alt=""><figcaption></figcaption></figure>

This example of the game's economy, will flow through some stages and events, using a fictional player as an example, named **Dunker Kong**:

1. **Acquisition**
   * **Soft Currency - Dunker Kong** can earn playing a casual or ranked game, and according to the result of this game:
     * **Victory:** The player earns a good amount of **SC**;
     * **Lose:** An amount less than the win.
   * **Hard Currency -** By opening an **RKL Bag** of **High or Extreme Rarity**, **Dunker Kong** can obtain hard currency.
   * **Fragments -** If **Dunker Kong** needs/wants a quantity of these resources, he can obtain them through two actions:
     * **Recycling:** Giving up an item, destroying it in exchange for **FG** amount;
     * **Dismissing:** Once the player opens an **RKL Bag**, he can choose to forgo winning one of these valuable items.
2. **Spending**

   **Dunker Kong** can access the in-game store to purchase **RKL Bags**:

   * Spending in different quantities and combinations of **SC, HC and FG** to purchase a **RKL Bag**. Therefore the larger the quantity and the stronger the currency, the rarer the purchased **RKL Bag** will be.

#### TF Flow

Unlike the other currencies, this is a “R*eward Road”* currency, which means it cannot be bought through the in-game store, and is only based on the player's performance in ranked games:

1. **Variation**

   As mentioned earlier, the amount of **TF** is based on the player’s ranking. In the last 4 consecutive games, for example, our friendly hooper **Dunker Kong, who is sitting at milestone 2 with his team,** had the following results:

   * **First Game:** He lost the game and will lose X **Team Fame** amount, as he was one win away from moving to the next **Team Fame Milestone**, he now needs to win two games to reach that goal;
   * **Second Game:** He won the game and will gain X **Team Fame** amount, and now, he needs to win one more game to reach that goal;
   * **Third Game:** He wins the game and will gain X **Team Fame** amount, with this victory, he finally reaches his **Milestone 3**;
   * **Fourth Game:** Even though he lost the game, since it's in **Milestone 3 with a base of 0**, he doesn't incur any TF loss to revert back to **Milestone 2** yet.
2. **Unlocking**

   **Dunker Kong** doesn't use the amount of **TF** as a resource, but according to your **level in this** **system**, this will **unlock** the possibility to purchase the most rare items in game, the **Special Abilities**.

In conclusion, unlike other currencies, this is a "Reward Road" currency, meaning it can't be purchased in the in-game store. and is solely earned based on a player's performance in ranked games. Different Milestones will bring about different rewards. This is currently still being scoped out, so stay tuned on future updates.

## MVP Economy Chart

This economic chart helps with a visual understanding of the entire flow of the economy in summary form:

<figure><img src="https://3950957335-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWLFkJhVuK3ZWyPFLS1KF%2Fuploads%2FycabeOihe0sfYYAIXnBc%2FUntitled-3.png?alt=media&#x26;token=732d275c-3e7c-43bc-bdb7-40bd7c86de73" alt=""><figcaption></figcaption></figure>
