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Gamejudge | EV | 🩸

Following0Followers (X)2.38KPosts19Likes15
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What I like about @elysiumant is that it’s not just another PFP. 1,111 ants entering Elysium with an actual prediction market behind them. Stake your Ant → create markets → earn from the fees. Everyone has a role. Every ant builds the colony. Build, Predict, Earn. Early and already moving on testnet. 🐜

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Building condition is the multiplier I keep ignoring until it costs me on @pawsofsherwood. Every building cats work in wears down when you claim a shift. 0.6 to 1.5 points per hour of that shift, depending on the building. Overclocker adds 10% more. A Signature Trait that cuts wear reduces it. Below 50% it produces less. At 0% it’s half output. Below 1% it’s broken and no new shift can start. Repair brings it back to 100%. 20 $PAWS at levels 1–3, scaling up to 50 at level 10, plus materials that grow with the damage. Takes 5, 10, or 15 minutes. If you’re short on $PAWS you can do materials-only up to 3 times in 7 days. Core buildings can get a free emergency repair back to 10%. I’ve been watching the stations that already score. An Overclocker on a building I can’t afford to keep above 50% is just slower points. The +15% only wins if the condition stays healthy. With the $PAWS drip gone, repairs are one of the things I’m still spending on. https://t.co/ri4wK7zomu

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Staking is the only way to cut build and recruit timers on @pawsofsherwood without burning a speed-up. It shortens building upgrades, land upgrades, and recruitment waits. Up to 15% off the recruit timer while the $PAWS stay locked. It doesn’t add points, doesn’t change jackpot odds, and doesn’t repair condition. It just makes the waits shorter. I’ve been locking whatever I was going to hold anyway. The Estate upgrades and the Workshop levels were the ones that felt it. With the $PAWS drip gone, I’m not staking every last token. Just enough that the next Engineer or the next building level isn’t sitting there for the full timer when I finally have the materials. The lock is the cost. If I need the $PAWS for a repair or a permit, it stays liquid. https://t.co/ri4wK7yQwW

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House levels do more than just look nice on @pawsofsherwood. Each level adds nap slots, shortens nap time, speeds stamina recovery, multiplies barn size, and eventually lets you run more builds at once. Level 5 gives the second nap slot. Level 10 gives the third and triples barn capacity. Level 8 and up also cuts repair materials by 10%. I’ve been pushing the House because the recovery and the extra nap slot actually change how many short shifts I can chain. The cats with Enduring come back faster, and the free Rest stops being a bottleneck. Barn size is the other part. Full storage is how you lose materials on a claim, and the multiplier is the quiet way to stop that without keeping every Trading Post placed. Still spending $PAWS on permits and repairs first. The House is the one that makes the rest of the roster function when I have time.

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They removed the $PAWS pool on @pawsofsherwood. Rounds don’t pay $PAWS anymore. You get Catnip and materials by place instead. The vault’s share of every $PAWS spend just gets burned. Vault still holds a pile, it’s just not coming back out every 12 hours. So upgrades and repairs are $PAWS out of pocket now. That means selling the stock or whatever else I claim if I want to keep leveling. It’s advantageous in that it forces the actual prizes to be the things players use and there's some reason to buy $PAWS. Still running the stations. Just noticing the $PAWS drip is gone. https://t.co/ri4wK7yQwW

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I’ve rolled a lot of Commons on @pawsofsherwood. Coffee Farms and Lumber Camps. Tickets, recycling, the occasional $PAWS permit. All with the +5% luck. Still mostly the two you start with. GPU Farm is 0.25% on an Estate. I don’t expect to see one. That’s fine. Over a long enough stretch the tiny chance is still a chance, and I’m not building the whole plot around waiting for it. I did finally land the Sherwood Exchange though. The Google one. That’s the one I actually wanted. 15% of the stock money and it was the one missing Epic from my plot. The Commons keep coming. The Exchange is the one that changed what I can run. https://t.co/ri4wK7yQwW

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New recruits can’t be sold for 24 hours on @pawsofsherwood. Cats you recruit with your own $PAWS can be sold or traded after a day. The ones from your first credit or a Cat Pack ticket are bound forever. Starter can’t be sold at all. Favourites are locked until you unmark them. I’ve been marking the Engineers and the ones with useful traits as favourites so I don’t fat-finger a sell. The 24-hour wait is just long enough to notice if the cat is actually good. https://t.co/ri4wK7yQwW

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Failed level-ups aren’t a total waste on @pawsofsherwood. Each miss adds Resolve. +2 percentage points on your next try at that same level, up to +10. It resets when the cat finally levels. The $PAWS and materials are still gone. The cat isn’t. I’ve had a couple fail. The next try is a little less bad. With the way the math works out it is still sometimes cheaper to try for the lower odds and take the resolve boost if it fails. https://t.co/ri4wK7yQwW

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There are two kinds of points on @pawsofsherwood. Industry points come from the businesses and decide your share of that stock pool. Game Points come from almost every shift of 10 minutes or longer, including the Quarry, Garden, and Workshop, and they decide your share of the $PAWS pool. A Workshop shift scores Game Points but nothing for the stocks. I’ve been treating the Workshop as pure Components. It’s also quietly feeding the $PAWS drip. https://t.co/ri4wK7yQwW

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Showcat is the trait that tilts the Lucky Cat draw on @pawsofsherwood. One cat gets drawn each round from everyone that claimed a shift in the last 7 days. Every shift that cat starts until the round ends is doubled, materials and points. Showcat makes yours 3× as likely to be picked. I’m not hunting for one on purpose. Just keeping cats claiming so they’re in the pool at all. If one hits, that station prints for 12 hours. The draw is the part you can’t force. $PAWS