Champions supply, evolution, and Immortal minting

Status: Locked design (founder, 2026-07). Ties the game roster, the Chronicle calendar, and burn-to-immortalize to one growth story.

Companions: bible/03-champions.md, bible/07-collection.md, bible/08-economy.md, zing-model.md, bible/06-seasons.md.


1. Three layers (do not confuse them)

LayerWhat it isCount todayWho authors it
Mind (dex entry)Studio template: Force, voice, moves, species mark132 (8 First Minds + 124 wave-1 echoes)House only
Living careerA Trainer’s raised instance of a mindUnbounded (one per recruit)Play
Immortal cardOn-chain stamp of one living careerScarce (see §5)Burn $ZING

Players collect careers and chase Immortals. The house ships minds.


2. What already exists (honest)

  • 8 First Minds — always the archetypes; always in the starter pool.
  • Wave 1 dex — baked collectible set (~Gen-1 scale) on top; live in roster.
  • Weekly adopt — one starter mind per Force from First Minds + dex.
  • Recruit — Crowns sink; deterministic; roster follows Trainer identity.
  • Career evolution — tiers Rookie → Legend; body = fight record + species mark. Remodel / art polish improves future base looks; it does not rewrite history.
  • Chronicle seasons — Season 0 = 7 days, then ~28-day seasons. Story clock. Not a mind-print faucet and not an Immortal-print faucet by itself.

3. Career evolution (game — forever)

This is independent of minting.

TierLevelPlayer feel
Rookie1Bare; species mark already readable
Adept3First heraldry
Veteran6Real record
Elite10Feared
Legend15Crown
  • Strategy / Imprints / fights move the mind; body follows career.
  • Saga narrates the record.
  • Immortalize (when open) freezes a snapshot of that career’s card art. The living champion can keep climbing afterward.

No pay-to-win looks. No user-made minds.


4. Dex growth (game — Year 1 → Year 3)

Principle: ship minds in studio waves, Force-balanced, slow enough that each wave is an event. Never dump 10k templates. Never open UGC.

Cadence

WaveWhen (target)AddDex afterNotes
1Live now132First Minds + wave-1 echoes
2~Month 3–4 of public Year 1+24 (~5/Force)156First post-launch drop
3~Month 7–8+24180Mid-year
4~Month 11–12+24204Close Year 1
5–6Year 2+40–60 total~250–260Fewer, denser personalities
7–8Year 3+40–60 total~300–320Approach “deep dex,” not infinite

Rough Year-1 end: ~200 minds. Year-3 end: ~300–320 minds.

Wave rules

  1. Force balance — each wave adds roughly even counts across the five Forces.
  2. Lineage — every later mind echoes a First Mind (already canon).
  3. Species kit first — new mind ships with readable bodytype + parts; remodel agency can upgrade the shared brand without renaming the mind.
  4. Reveal as product — wave drop = ship note + adopt rotation weight + Immortal slots for those minds (§5).
  5. Quality gate — reviewed voice/banter before bake; no unfinished minds in the live dex.

How Trainers meet new minds

  • Weekly starter rotation naturally surfaces new keys once baked.
  • Recruit list / Collection dex shows the full set.
  • Season “featured echo” may spotlight a new or under-loved mind (flavor), not a sixth Force and not a free Immortal.

5. Immortal supply (collectibles — tied to §4)

From zing-model.md:

  • Owner-only, tradeable, full NFT, snapshot art, tiered fixed $ZING burns.
  • Year N: at most M Immortals per mind that year. Year 1: M = 8.
  • One Immortal per living career (that career cannot double-stamp the same year).
  • Genesis window (launch / Season 0 era): stamps get OG mark; still count against that mind’s M.
  • Story seasons do not refill M.
  • New wave minds receive full M for the current year when they ship.

Year 1 Immortal projection (M = 8)

Dex momentMindsMax new Immortals from those minds*
Launch (wave 1)132132 × 8 = 1056
After wave 2 (+24)156+24 × 8 = +192
After wave 3 (+24)180+192
After wave 4 (+24)204+192
Year 1 ceiling (if all slots fill)204~1632

*Launch cohort can mint up to 1056 across the whole year; each new wave adds 8 × new minds when those minds go live.

Order of magnitude still ~1k–1.6k Year 1 if waves ship and demand is hot — scarce, not 10k. If waves slip, ceiling stays closer to ~1056.

Years 2–3 (same law unless retuned)

YearDex (approx EOY)MApprox new Immortals that yearCumulative ~
1~2008~1.0k–1.6k~1.0k–1.6k
2~250–2608 (default)~2.0k–2.1k~3.0k–3.7k
3~300–3208 (default)~2.4k–2.6k~5.5k–6.3k

If cumulative feels high later: lower M for Year 2+ (e.g. 4), or skip a mint year. Shape stays “per mind × year,” not seasonal print runs.


6. Timing map (one page)

Public Year 1
├── Genesis / Season 0 (week)     OG Immortal window opens; dex = 132
├── Story seasons (~28d each)     Chronicle only; Flight / standings soft reset
├── Wave 2 (~M3–4)                +24 minds → +192 Immortal slots
├── Wave 3 (~M7–8)                +24 minds → +192 slots
├── Wave 4 (~M11–12)              +24 minds → +192 slots
└── Year 1 ends                   dex ~204; Immortal ceiling ~1.6k if full

Year 2–3
├── Waves 5–8                     dex → ~300–320
├── M = 8 unless retuned
└── Genesis never repeats; OG set stays the prestige slice

7. Explicit non-goals

  • User-made champions / forge tools for players
  • Immortal supply unbounded by careers × seasons
  • Token-gated play or pay-to-win tiers
  • Live-updating NFT art as default
  • Shipping minds without Force balance or voice review

8. Open knobs (not shape)

  • Exact calendar dates for waves 2–4 (tie to real launch epoch)
  • Year 2+ M (keep 8 or tighten)
  • Always-on mint until M fills vs post-Genesis windows only
  • Burn table and royalty split (zing-model.md)
  • Whether wave drops include a short “premiere” Immortal spotlight (marketing), still under the same M

9. Doc ownership

ConcernCanonical file
Player fiction (what a mind is, First Minds, dex grows in waves)bible/03-champions.md
Cards / rarity / immortalize in world voicebible/07 + 08
Token + M = 8 + mechanismzing-model.md
Numbers, waves, Immortal math, 3-year projectionthis file
Season lengthlib/lore/season.ts + bible/06