๐ฅ Silos & Silo Quests
Silos are one of the core economic sinks in Rise of Farms.
They serve three critical roles at once:
- ๐งน Remove crops from circulation (deflation)
- ๐ Convert excess production into XP
- โ๏ธ Stabilize the market and leaderboard late-game
Unlike harvesting, silos are explicitly capped and non-seasonal, making them a controlled, strategic XP source rather than an infinite grind.
๐พ What Are Silos?
Each season (7 days), the game spawns 4 Silos, one per crop:
- ๐ฅ Carrot Silo
- ๐ Tomato Silo
- ๐ฝ Corn Silo
- ๐ถ Chili Silo
Players can deposit crops into the corresponding silo to earn XP.
โ ๏ธ Important: Depositing in a silo burns the crop permanently โ it is removed from the game forever. This is irreversible and the crop cannot be recovered.
Burning is permissionless: both harvested crops and market-bought crops are valid inputs.
๐ Seasonal Reset Rules
- 1 silo per crop, per season
- Silos reset every 7 days
- Each silo has a global weekly cap
- Once a silo is full โ no more deposits accepted
- First come, first served
This creates a weekly race dynamic where timing, liquidity, and coordination matter.
โก XP Rules
- Burning crops grants fixed XP
- Seasonal multipliers do NOT apply
- Burn XP is intentionally less efficient than harvesting
- XP is tied to the Farm NFT, like all progression
Silos are a pressure valve, not the main XP engine.
๐ XP Earned Per Burned Crop
| Crop | XP per Burn |
|---|---|
| ๐ฅ Carrot | 6 XP |
| ๐ Tomato | 15 XP |
| ๐ฝ Corn | 25 XP |
| ๐ถ Chili | 40 XP |
Design target:
Burning XP โ 60โ70% efficiency vs harvesting XP.
This ensures:
- Harvesting remains dominant for grinders
- Silos reward surplus, not lazy buying
- XP inflation stays predictable
๐ฅ Burn Caps (Anti-Exploitation Layer)
To prevent:
- Late-season XP bombing
- Whale-driven market distortion
- Infinite buy โ burn loops
We enforce two layers of caps.
๐ง Per-Player Daily Burn Caps
| Crop | Daily Burn Limit (Per Player) |
|---|---|
| ๐ฅ Carrot | 150 / day |
| ๐ Tomato | 100 / day |
| ๐ฝ Corn | 60 / day |
| ๐ถ Chili | 30 / day |
This:
- Limits XP velocity
- Keeps silos competitive across the whole week
- Prevents single-wallet domination
๐ Global Weekly Burn Caps
| Crop | Weekly Burn Limit (Global) |
|---|---|
| ๐ฅ Carrot | 210,000 |
| ๐ Tomato | 140,000 |
| ๐ฝ Corn | 84,000 |
| ๐ถ Chili | 42,000 |
Once reached, the silo closes immediately for the season.
๐ฏ Strategic Implications
Silos are not just a button โ they introduce meta decisions:
For XP Grinders
- Burn early before caps fill
- Decide when to harvest vs burn
- Optimize daily burn windows
For Traders
- Anticipate silo demand
- Front-run scarcity near cap limits
- Arbitrage crops across silos
For the Economy
- Crops gain real sink pressure
- Market prices stabilize instead of collapsing
- XP supply stays bounded and auditable
๐ง Design Philosophy
Silos are designed as:
- โ Not pay-to-win
- โ Not infinite
- โ Not seasonal-abusable
They are:
- โ A controlled XP release valve
- โ A deflation mechanism
- โ A weekly coordination game
- โ A late-game tension amplifier
If harvesting is labor, silos are logistics.
Both matter, but neither should dominate.
๐ฎ Future Extensions (Not Live Yet)
Possible evolutions we may explore:
- Silo-based weekly quests
- Dynamic XP curves near cap saturation
- Social coordination mechanics (guild burn races)
All without breaking the core guarantees: finite XP, real scarcity, and fair competition.
