Token price depends on demand...

About this model

Token price depends on demand growth and circulating supply. Simulate 24 demand cycles and test sensitivity to a 20% demand drop.Build a casino platform tycoon game economy simulation with the following resource flow:

### Core Revenue Loop (Deposit → GGR → NGR)

**Sources:** - "New Users" source → feeds into "User Pool" (pool, starts at 20) - Users generate "Daily Deposits" (register: pool × activity_rate × avg_deposit)

**Revenue Pipeline:** 1. "Daily Deposits" pool → "Turnover" converter (multiply by 3-8x depending on era) 2. "Turnover" → "GGR" converter (multiply by house_edge 3-5%) 3. "GGR" splits into: - 20% → "Game Provider Fee" drain - 10% → "White-label Fee" drain (or 8% "Own Infra Cost" if researched) - Remaining → "NGR" pool 4. "NGR" → split: - Payment processing fees (3% of deposit+withdrawal volume) → "Payment Fee" drain - 15% → "Marketing/Taxes" drain (revenue reinvestment) - Remaining → "Net Revenue" → feeds "Balance" pool

### Costs (Drains from Balance): - "Server Cost" = fixed $1/day + $0.01 per user + overhead scaling - "Salaries" = num_employees × base_salary (monthly, era-scaled $500→$2500) - "Game Licenses" = monthly fees per active game - "Office Rent" = monthly, scales with rooms - "Research Cost" = one-time large payments from Balance - "Wealth Erosion" = proportional drain when Balance $100K (regulatory pressure)

### Growth Loop: - "Balance" positive → can buy games → more game types → higher variety bonus - Higher variety → more user acquisition → more deposits → more revenue - But: more users → more complaints → need CS staff → more salary costs - More users → more server cost (superlinear: users^1.5 scaling) - More users → more regulatory attention → compliance costs

### Key Feedback Loops: 1. **Positive**: Users → Revenue → Hire Staff → Better Service → More Users 2. **Negative**: Users → Complaints → Bad Reputation → Fewer Users 3. **Negative**: Growth → Server Costs (superlinear) → Less Profit 4. **Negative**: Wealth → Regulatory Pressure → Erosion (RimWorld-style) 5. **Positive**: Revenue → Research → Own Infrastructure → No White-label Fee → More Profit

### Era System (Time-gated): - Era 1 (1994): Small market (8K cap), low deposits ($50/user), few game types - Era 2 (1999): Market grows (30K cap), deposits increase ($150/user) - Era 3 (2004): Golden age (100K cap), $400/user, sports betting unlocks - Era 4 (2009): Mobile (300K cap), $750/user, mobile games - Era 5 (2014): Crypto (600K cap), $1000/user, crash/mines games - Era 6 (2019): Modern (1.5M cap), $1500/user, live casino

### Key Metrics to Track: - Balance over time (should grow steadily, not explode) - Bankruptcy rate (target: 15-25% across random runs) - Net margin (should be 5-20% of deposits, matching real-world data) - User count trajectory (S-curve per era, not exponential)

### Game Over Conditions: - Balance negative for 30 consecutive days - Reputation at 0 for 14 days - CEO hospitalized 3 times (stress system)

### Design Goals: - Early game is TIGHT: 2-3% margins, every decision matters - Mid game is GROWTH: 5-10% margins, scaling challenges - Late game is OPTIMIZATION: 10-20% margins but wealth erosion prevents infinite money - Multiple viable strategies (high-volume/low-margin vs boutique/high-margin)

"Token price depends on demand..." is a public Machinations diagram shared in the Community by Celal Guler, with 27 components.

It was created in March 2026 and last edited in March 2026.

Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.