# Economy - Tokenomics

<details>

<summary>What game is the economy based on? </summary>

* The economy is not based on any current game. In any case, the economic model is inspired by the model that it used in the online poker platforms.

</details>

<details>

<summary>How will the Reward Pool be refilled?</summary>

* Through commissions and advertising revenues. However, our game is not a Click To Earn, so the Reward Pool is not as relevant as in other "games".

</details>

<details>

<summary>Does the game have an oracle?</summary>

* The game does not use any oracle. As demonstrated in other projects, the Oracle is favorable in bullish token cycles, but becomes totally detrimental in bearish cycles. Our economic model favors the competitive model and the rewards of the pool are only a source of income for the players. It is for this reason that our economic system allows us not to impose penalties on withdrawals, and no artificial incentives to token logging are generated. The competitive and adaptive reward system, coupled with a non-aggressive issuing system and permanent token burning, make the game stable, regardless of the token price variations.

</details>

<details>

<summary>What anti-whaling measures will be implemented?</summary>

* The survival of the project does not depend to any extent on the $S price.
* The project will be sustainable for both the company and the players, regardless of the token price. You will always be able to play no matter what the $S price is. If necessary, the cost of registrations in Challenges and Tournaments will be adjusted so that everyone can still participate; and in League mode, the registration is a fraction of the rewards, so it is automatically adjusted. This is why the economic model is so robust.
* Additionally, issuing 50% of the rewards in $DT will also help make speculators less tempted by the token, favoring the utility of the token and true revaluation through a demand for utility, not speculation on the token's price change.

</details>

<details>

<summary>What will be the burning system?</summary>

* 25% of the income from commissions and advertising will be destined to the purchase of tokens and their subsequent deposit in the treasury, where they will remain to be used only if the game needs them to be listed in CEX/DEX, situations that will end up generating a greater demand for the token. They will not be delivered as rewards, so they will not be in circulation (except for the exceptional occasions mentioned above).

</details>

<details>

<summary>How long will it takes to reach the ROI?</summary>

* As it is not a Click To Earn, no ROI will be guaranteed. The profit of each player will depend on the skills as a player or as a SONER Manager (scholarship).

</details>

<details>

<summary>How much will the supply be?</summary>

* [$S](/whitepaper-son-soccer/son-soccer-en-1/tokenomics/usds.md)

</details>

<details>

<summary>How many NFTs are in total and how many will be on sale in the presale?</summary>

* In presales, a maximum of 10,000 SONER will be sold. Later, more can be generated through LIQUIDS.
* Sonergy Games will only sell SONER in the market if there is not enough SONER for sale or transferable for the normal development of the game. If so, the asking price will favor the transaction priority for the players' SONERS.

</details>

<details>

<summary>What is the value of the token in the game to make it sustainable?</summary>

* The game is sustainable at any price level because we are not a Click To Earn.

</details>

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