Venues — Chat Mining¶
TL;DR: Chat reward is hard-capped at 1 venue-token per message. Twenty short messages at one venue beat one long message. Twenty short messages at twenty venues you hold scale linearly with venue count.
Why this matters¶
This is the single biggest play-edge in the game, and it's sitting in plain sight in CHOA.Chat. The cap is Mai = min(computed_Mai, 1 * 10^decimals). Any computed MAI above 1 is silently clipped. A player who doesn't know this and treats chat rewards as "scale with how much I hold" is leaving nearly all their MAI on the table.
The numbers¶
From CHOA:
- Cap: 1 token (at the QING asset's decimals) per Chat call.
- Condition: You must be Admitted at the QING; you must hold some of the QING's underlying asset (computed Mai is
balance/entropy-derived). - Cover: If the QING has a CoverCharge and your
_list[UserToken]stamp has expired, you pay cover on the next Join — but chatting itself doesn't re-pay cover, only Join does.
The play¶
- Volume, not size. Every chat call is either 0 MAI or exactly 1 MAI (in practical holdings). Optimize call count.
- Spread across venues you already hold the underlying of. If you hold assets A and B, chat at the QING for A and at the QING for B. Each earns independently, capped per-QING-per-message.
- Don't chat where you hold nothing. Computed Mai =
bal/entropy. With bal = 0, Mai = 0. You waste gas. - Mind cover-charge timing. Your
_list[UserToken]has a 1-day stamp. If you're chatting beyond 24h since last Join, the nextJoin(UserToken)re-charges. For frequent chat farming, re-Join every 23 hours, not 25. See Venues: Guest-List Rotation. - Short strings. Long messages cost more gas; rewards are identical. There's no length bonus.
- (inferred) Don't fire 50 chats in one tx. Each is gas-priced. Your economic breakeven depends on local gas. One tx per block is usually fine; massively batched chat inside one tx pays diminishing returns as gas cost outweighs 1-token rewards.
Worked example¶
You hold the underlying assets of 5 QINGs. You chat 10 times at each venue. What's the gross MAI?
- Per-QING: 10 chats × 1 token = 10 MAI of that QING's asset.
- Total across 5 QINGs: 50 tokens (5 different QING assets, 10 of each).
If instead you concentrated — 50 chats at one QING — you get 50 tokens but all of one asset. Asset diversification matters for Yuan: see Power: Yuan Composition, where Yuan is per-QING-asset.
Now compare to naive "whale" play: you hold 10,000 tokens of one asset, chat 1 time. Computed Mai (before cap) would be massive, capped to 1 token. You earned 1. A player with 10 tokens and 50 chats earned 50.
The cap is a direct nerf of whales.
Gotchas¶
- The cap applies per-call, not per-block. Many chats per block is fine — as long as each succeeds, each pays up to 1.
- Cover charge is not re-paid on Chat. Only Join re-pays. If
_list[UserToken]expired, Chat reverts withPayCover. - Forbidden QINGs.
Map.Forbidden(Asset)locks the QING entirely. Chat reverts withForbidden(Asset). Check before investing in chat at a venue. NotAdmittedafter leaving. Leaving a QING (via any mechanism that clears_list) or never-having-Joined reverts Chat withNotAdmitted(Soul).- (inferred) Bot-style spam. The contract doesn't care how frequent your chat calls are — but the social layer might. Operators of a venue can weaponize governance, ban you via
removeGuest, or raise CoverCharge. Cultural friction > contractual friction. - MAI is on the QING's underlying asset, not the QING token itself. You're minting the
Asset, not the QING. - Entropy drift. Every Chat call takes a Mai reading which depends on
balanceOf / Entropy. You don't usually bump your own Entropy by chatting, but the QING's Entropy might move. Strictly speaking, Mai ≤ 1 always holds, so drift inside Chat doesn't affect the cap.
Where it cross-connects¶
- Cheat Sheet: Caps & Limits — the 1-token cap in the big table.
- Venues: Cover-Charge Tuning — if you run a venue, what cover to set.
- Venues: Guest-List Rotation — 1-day TTL on admissions.
- Power: Yuan Composition — chat-earned MAI lands in YUE, compounds Yuan.
- Economic: Sinks & Sources — the biggest source in the game.