Whitepaper

CAIRN

A fixed-supply token on Solana, distributed by a mining model calibrated like Bitcoin difficulty, inside a colony builder where logistics — not capital — sets the ceiling.

Pre-launch document — 16 August 2026. The CAIRN token does not exist yet on any network. No mint address, no pool, no wallet address is published here, because none has been created. Everything below describes what will be created and under which rules; the figures come from the game's balance file and from the on-chain programs, never from an estimate.

Once the token exists, the mint address will be published and pinned on the official channels. Until then, any “CAIRN” token in circulation is a fake.

This document is not legal advice and has not yet been reviewed by a qualified professional. See sections 12 and 13.

1. Vision

Cairnheim is an isometric colony builder inspired by the transport mechanics of Settlers II — players build, run a logistics chain carried by cairns (transport relays) rather than flags, and expand their territory. The game embeds a native Solana token, designed to reward real contribution to the game world rather than speculation.

2. The game

  • Genre — city builder / management, isometric view
  • Core loop — a cairn-based transport network, carriers, production chains, construction and territorial defence
  • Economic loop — mines, upkeep, a player-to-player marketplace, expeditions

3. The CAIRN token

  • Fixed supply: 1,000,000,000 CAIRN. No additional issuance is possible beyond that cap — the mint and freeze authorities are revoked at token creation, not afterwards. There is never a window during which anyone, the team included, could create new CAIRN or freeze a balance.
  • Launched through a Meteora bonding curve (DBC) — open to everyone from the first block, with no prior private sale.
  • Automatic migration to a DAMM v2 pool once the threshold is reached, with liquidity locked at 100%.
  • Fair launch — no private sale, no allocation reserved for investors or a centralised exchange, no privileged team purchase on the curve. Every buyer enters on the same terms from the first block.

3.1 Supply distribution

Everything is fixed at creation and verifiable on-chain from the first block:

AllocationAmountShareTreatment
Public sale (curve)600,000,00060%No privileged team purchase
Migration liquidity150,000,00015%Locked at 100%
Emission reserve200,000,00020%Held by a program PDA, not withdrawable by the team
Team50,000,0005%On-chain lock, 6-month cliff then linear over 24 months

On the emission reserve. This is not an allocation. An allocation can be sold; this one is held by a program, under a frozen emission rule, and can only ever be paid to miners. It is the supply left to mine, made explicit — exactly like Bitcoin's.

On the team share. It is declared before launch, locked on-chain, and its schedule is public. It exists for a stated reason: revenue made only of transaction fees rewards churn, not value. Holding a share aligns the team durably with every other holder.

Beware of fake tokens. Once Cairnheim is public, fraudulent copies using the same name and logo will almost certainly appear on other launchpads — this is systematic in the crypto ecosystem. The single official mint address will be published and pinned on the official channels at launch. Always verify that address before any transaction.

The mine never creates tokens. Supply is fixed and the mint is revoked, so the mine described in section 6 redistributes existing CAIRN from the emission reserve above — funded once and for all at creation, and deposited into the program's vault at launch. Once deposited, it can only be paid to miners: the team cannot take it back. The word “emission” below means this redistribution flow, never monetary printing.

4. Access to the game — Hold to Play

Rather than a classic payment converted into tokens, access rests on holding a fixed amount of 1,000 CAIRN. The player keeps full ownership of the token — it is not spent to get in.

  • Deliberately fixed, not USD-indexed: the threshold's first purpose is the anti-bot filter, not price fairness over time. A fixed, known amount is simpler to operate than a permanent oracle recalculation, and no less effective against automated scripts.
  • Grandfathering — if the threshold is later revised by hand, already active players keep their access and are never retroactively excluded.
  • Combined with the other anti-bot layers of section 5 (wallet screening, rising marginal cost), not a mechanism standing on its own.

5. Network integrity (anti-bot)

  • Automated wallet analysis (on-chain history, age, funding) and technical fingerprinting, invisible to a legitimate player.
  • Rising marginal cost for repeated account creation from the same source.
  • Caps on farm-sensitive mechanisms — notably Strike acquired through tribute, capped at 50 per rolling 24 hours. Without that bound, reinvesting gains would convert surplus CAIRN into power exponentially and, in time, let someone buy the network.
  • Network Strike floor (section 6.1): an account farm captures no more than it dilutes, and on an empty network it cannot drain the reserve.

6. Emission — where CAIRN comes from

6.1 The mine — Strike and Thrift, calibrated like Bitcoin difficulty

The restored Cairn Mine provides a free base Strike — the floor: a penniless player always mines, and consumes nothing. The player then builds a rig by setting picks: a single fungible item where the count is the power.

Strike (relative weight)Cost (CAIRN, one-off)
Shored mine (cleared, not yet awakened)5
Awakened mine, bare57 (free floor)
Pick+1 each25

No slot limit. The three pick tiers of an earlier draft existed only because slots were capped at four: you paid a premium for density. Without that limit the hierarchy loses its purpose — and a fungible pick becomes tradeable on the secondary market at a single price.

Price is therefore not the brake on this economy, and it can stay low and legible. What actually bounds a rig's power is the colony's ability to feed it — see upkeep below.

Strike is bought ON-CHAIN; it is never merely declared. Every point above the floor is paid through a program instruction, which burns 25% of it and records the purchase in the player's account. The program then refuses any Strike above floor + purchased Strike.

The player signs, and the player pays. The purchase draws on what the pool already owes them, and tops up from their wallet if that claim is not enough — the way buying hashrate settles against a balance. They also pay the transaction fee and the rent on their own miner account.

Four consequences, and this is the model's strongest guarantee:

  • the server cannot invent power. It attests, it does not decide — and even a compromised server key could only destroy Strike, never create it;
  • anyone can recompute any player's Strike from public history, with no access to our servers or our database;
  • the project funds nobody's infrastructure. No on-chain account is opened at the team's expense, however many players arrive;
  • a miner account exists only if someone bought. That is what makes an account farm pointless: a seat that cost nothing does not exist, and the free base benefits only those who entered by spending at least one point.

Strike is a relative weight, exactly like hashrate in Bitcoin mining. What is fixed is the total distributed per period, not anyone's share of it.

Network Strike floor. Pro-rata sharing has a blind spot: when the network is still empty, the denominator collapses and a handful of players collect the entire pot. Each share is therefore computed against a floor, never against the real network Strike when that is lower:

Player share = (their Strike / max(real network Strike, FLOOR)) × total emission for the period

What is not distributed stays in the reserve and waits for later players: a period's effective emission is min(pool, what the network is entitled to claim). At the chosen floor, the pot is only fully distributed from roughly 48 equipped mines onward.

What this floor prevents is not excess income — a few dozen players on an empty network would earn pennies anyway while the market cap is small. It prevents an supply overhang: without it, a handful of accounts would accumulate several percent of total supply within a year, acquired when the token was worth nothing, and that claim would land on the market the day it was worth something. This is the mechanism that collapsed most token-based game economies.

Why this model. Under a guaranteed-rate model, each mine earns a fixed amount — so the more active players, the larger the total emitted, without limit: real uncontrolled inflation if the game succeeds. Under the difficulty model, the total emitted per period never depends on the number of players: more total Strike on the network simply dilutes each individual share, exactly as a Bitcoin miner's share falls as the network grows without the block reward changing.

Two independent axes of improvement, as on real mining hardware:

  • Strike (setting picks, paid in CAIRN) — capital buys power: it raises your relative share, and also your emberwood consumption.
  • Thrift (efficiency, continuous) — the emberwood burned per 100 blows; lower is better. It starts at 40 and falls towards a physical floor of 12, never below: the mine is never free. It improves through set diamonds (unlimited in number, brought back by expeditions, but with diminishing returns — each diamond removes a constant fraction of what remains above the floor, so you approach it without ever reaching it and one more diamond is always worth something) and through colony comfort (chapel, baths…). Thrift never raises your share; it only lowers your running cost.

Emberwood is not mountain coal. It is charcoal, produced by the charcoal burner from logs — therefore renewable, where a mountain seam never refills. It is also dedicated: nothing else in the game consumes it, and the monument never touches the mining coal the smelters need. That is what makes the second bound credible — feeding a large rig means running an entire timber industry, not draining a seam.

Upkeep is paid in colony resources, never in CAIRN. It starts with emberwood alone and broadens as the rig grows: each material only enters above its own threshold, so a player who cannot yet smelt copper is never asked for any.

Strike added (above the free floor)Consumption, per hour and per 100 Strike
from the first pointemberwood — 40, down to a floor of 12 depending on Thrift
≥ 150+ stone (70) and planks (14) — roads wrecked by haulage, shoring the deepening shaft
≥ 400+ iron (8) and copper (6) ingots — tools worn down at the face, pump piping against flooding
≥ 800+ gold coins (5) — the crew's wages

The free floor itself consumes nothing: a colony run dry loses the share its rig contributed, never its monument.

Logistics is the ceiling, not price. This is a production-chain problem, not a tax: CAIRN buys only capital (picks, Thrift tempering), never running costs.

It is worth following the arithmetic, because it answers the question that matters — can a large wallet simply buy the mine?

  1. Picks are cheap and unlimited — 25 CAIRN each, no slot cap. Money is not the obstacle, and it is not meant to be.
  2. But each pick makes the mine eat. 40 emberwood per hour per 100 Strike. And emberwood cannot be bought: it is manufactured, by charcoal burners, out of logs.
  3. So a Strike of 100,000 demands 40,000 emberwood per hour. A burner produces one every 46.8 seconds — 77 an hour. That is 520 burners running permanently, fed by roughly 260 woodcutters (one woodcutter supplies two burners), plus the foresters replanting behind them.

More than 800 buildings devoted to nothing but the mine's fuel — several times what a developed colony runs in total, on a map that does not have the room. And that is the optimistic count: in practice a burner never reaches its theoretical rate, because a single carrier moves a single good at a time.

Capital buys the power, but not the means to run it. The real ceiling is not financial, it is logistical.

The reward pool — how redistribution actually works

A separate program (distinct from the marketplace) holds the emission reserve in a PDA the team cannot drain. It reads the network's total power and each active mine's share, then distributes according to the formula above.

  • A period's emission is a percentage of the REMAINING reserve balance (starting point: 2% per month). This rule replaces stepped halvings: it decays smoothly (≈ −21.5% per year, the equivalent of a halving every ~35 months, with no cliff) and, above all, it can never exhaust the reserve — a constant-amount emission stops dead the day the balance hits zero.
  • Recycling — CAIRN spent in game (picks, Thrift tempering, tribute) does not vanish entirely: 75% returns to the reserve, 25% is burned permanently. The reserve therefore refills with activity, and the system self-stabilises around reserve = recycling / emission rate.
  • Consequence for players — more miners means more upgrades bought, more reserve refilled, and a larger total distributed, which offsets the dilution their arrival caused, without ever creating a single token.
  • Anti-deficit guardrail — the distributable amount can never exceed the reserve balance: distribution slows automatically rather than creating a deficit or new tokens.
  • No vote on emission. The emission schedule is subject to no governance. Voting power held by locked tokens would let holders decide to cut the pay of active players — an institutionalised conflict of interest, and one that can be bought. A frozen rule draws its value from the impossibility of changing it.

6.2 Two currencies, two roles

Role
GoldEveryday currency — earned through normal gameplay. Mine upkeep is paid in resources the colony produces: emberwood first, then materials and wages above certain Strike thresholds (section 6.1).
CAIRNProgression currency — reserved for major unlocks (picks, Thrift tempering, tribute), never consumed continuously.

This split limits constant pressure on CAIRN: the token is spent in meaningful steps, not nibbled away by daily micro-transactions.

Gold ↔ CAIRN bridge — no fixed conversion rate. The exchange goes through the in-game marketplace (section 7), a gold-rich player selling surplus to another for CAIRN. It reuses existing infrastructure instead of inventing a separate mechanism.

6.3 Bandit camps, marble and the Explorer

  • Bandit camps (1 to 2 per map) — cleared by the player to unlock access to an exploration zone. A gameplay challenge, with no financial stake.
  • Marble — the resource gathered after clearing, used to build the Explorer.
  • Explorer — sent on missions (costing marble and time, no CAIRN to dispatch); never a total failure, always returning loot in variable quantity.
  • Loot — exclusively rare, non-monetisable resources, never CAIRN directly, used to improve mine efficiency (section 6.1) or to build and upgrade.
  • Several Explorer levels, unlocked through the CAIRN skill tree: access to higher-tier missions with larger and rarer loot.

Randomness applies only to intermediate crafting ingredients; CAIRN itself is never subject to a draw — see section 12.

6.4 Other sources

SourceMechanism
Active presenceA small generation bonus conditioned on a real player action within the period, to limit idle accounts generating passively.

7. Economic sinks

SinkMechanism
Mine upkeepIn colony-produced resources (emberwood, then stone, planks, ingots and wages depending on Strike), never in CAIRN — proportional to added Strike, reduced by Thrift (diamonds, comfort), never below the physical floor.
Mining capital purchasesIn CAIRN — picks, Thrift tempering, tribute; fixed and known cost (section 6.1), recycled 75% to the reserve and 25% burned.
Marketplace fees5% on player-to-player trades (items, gold ↔ CAIRN), half burned permanently, half to treasury.
Prestige sinkRare cosmetics and high-end territorial works, to absorb the accumulated wealth of the most advanced players.

8. Governance — veCAIRN (roadmap)

  • Phase 1 (launch) — simple staking: lock and yield, no governance vote, capped in total volume to limit exposure during the running-in period.
  • Phase 2 — full veCAIRN: chosen lock duration (3 to 24 months), governance power decaying linearly to expiry (unlike models where power is acquired for life, which would unfairly favour the earliest stakers over newcomers), early-exit penalty.
  • What governance will NEVER cover — the emission schedule (section 6.1). Letting locked tokens vote on the pay of active players would institutionalise a conflict of interest, and it could be bought. Governance covers fees, seasons, new resources and content — not what miners receive.
  • Yield comes from real fees generated by game activity (marketplace, territory), never from emission created for the occasion.
  • Claim window — staking rewards must be claimed within a set period (e.g. 4 weeks) after they are made available. Past that, unclaimed amounts are burned, which avoids an indefinite build-up of outstanding claims and adds a further sink.

9. Funding and transparency

  • The project raises no initial liquidity: it is formed organically by the first buyers through the bonding curve — no privileged team purchase on the curve, entirely organic growth. The team share is the one in section 3.1: 5%, declared before launch and locked on-chain, never acquired at buyers' expense.
  • Revenue comes from transaction fees generated by the token's trading activity, claimed at regular intervals (every 15 days), plus the fees of the locked liquidity pool.
  • Spending principle: the project spends only what it has produced. No expense is committed from personal funds or in anticipation of future revenue — every line item is funded by fees already collected.
  • Each fee claim is a public, verifiable transaction on Solana, announced on the official channels.
  • Public burn tracking — a monthly summary (amount burned, cumulative, percentage of total supply) is published on the official channels. The data is already continuously verifiable on-chain; this summary simply makes it readable without consulting an explorer yourself.

9.0 Sliding split of creator fees

The team's share automatically decreases as monthly revenue grows — the more the project succeeds, the larger the share reinvested into it:

Monthly revenue (total creator fees)TeamInfrastructureTreasury
< $500/month50%25%25%
$500 – $2,000/month40%25%35%
> $2,000/month30%20%50%

Rationale. Early on, when the project is fragile and the risk rests entirely on one person, the team share stays high — a few dozen dollars a month does not justify giving half of it to treasury. Once the project is established and profitable, priority shifts to reinvestment (audit, development, marketing) rather than personal pay.

9.0.1 First Infrastructure spend — the public token listing

A correctly indexed token with no logo, no description and no link to the site is indistinguishable, on aggregators, from the thousands of launches with no project behind them. Pool indexing is automatic and free; displaying the project's information is not always.

Rule: as soon as the cumulative Infrastructure share reaches the required amount, it funds first the update of the public token listing — logo, description, official site, socials, and the declaration of locked-supply wallets (emission reserve and team share), so that the displayed market cap reflects the supply actually in circulation.

The order is always the same: free first, paid only if a gap remains.

  1. Free route, engaged from launch — several aggregators accept a project information update at no cost, within a few days, provided the official site is online and the information is publicly verifiable. This is the default route, and it is always taken.
  2. Paid route, conditional — engaged only on platforms where, after the free route, the listing would remain empty. Never for convenience, never for speed.
  • Never in anticipation — per the principle in section 9, the expense is committed only once the corresponding fees have actually been collected.
  • One-off spend, published like any treasury operation.

Prerequisite before any submission, free or paid: the official site must be online, the official channels reachable, and the information publicly verifiable. A submission whose links do not respond is rejected.

Why this comes first. Without it, the locks described in section 3.1 — 25% of supply immobilised — would remain invisible on the page most people actually look at, and the displayed market cap would be overstated by that much. A commitment nobody can see is worth nothing.

What this does not cover: aggregators' paid promotional slots. They buy attention, not credibility, and observation of comparable projects shows they retain nobody. The project's visibility budget remains the quality of the game.

9.1 Wallet architecture

WalletRoleType
Launch creatorToken creation, claiming trading fees and locked-pool feesHot (operational)
TeamCompensation (sliding share, 9.0); also receives the locked allocation of 3.1 as it unlocksCold wallet
InfrastructureHosting, servers, and the public token listing (9.0.1)Hot (regular spending)
Project treasuryReserve, future development; also receives the non-burned share of marketplace feesCold wallet or multisig
Marketplace program deploy authorityDeployment and upgrades of the smart contractSeparate cold wallet, the most protected

All addresses are published and pinned on the official channels at launch, so that every movement of funds stays publicly verifiable.

9.2 Marketplace program authority

The program's upgrade authority and its internal configuration authority (config.authority) remain permanently active — the game and its mechanics evolve over time (content, fixes), and a permanently frozen contract would prevent any future correction.

  • Held on a cold wallet (Nano), never on the day-to-day development wallet.
  • Solo-run project: no multisig planned at this stage.
  • Two instructions allow economic parameters to be adjusted without a full redeploy — see section 10 for the detail and the associated guardrails.

10. Adjustment and incident response

A living project must be able to correct an observed imbalance — whether spotted by the team or reported by the community. The question is not whether an adjustment will be needed, but how it is framed so it never opens the door to arbitrary rule changes.

Type of problemMechanismDelay
Gameplay imbalance (tier cost, reward step, difficulty)Ordinary game patch, no on-chain contract involvedImmediate
On-chain economic parameter (marketplace fee rate, burn/treasury split)update_configPublicly announced, applied after a 48-hour timelock — anyone may trigger the application once the delay has elapsed; the authority can neither accelerate it nor cancel it silently
Emergency (active exploit, abnormal behaviour)pause / unpauseImmediate, no delay — temporarily blocks marketplace purchases while the issue is fixed
Economy running too hot (general emission)No mechanism — deliberately. Emission decays on its own (2% of the remaining balance) and never depends on player count: it cannot run away

Guardrails in place:

  • The strict bounds set at initialisation (fees capped at 20% maximum) apply to update_config as well.
  • The 48-hour timelock makes every parameter change publicly visible before it takes effect — no surprise changes.
  • pause affects only purchases (buy_item); existing listings stay visible and nothing is destroyed.
  • Every change proposed, change applied, or pause triggered emits a public on-chain event, verifiable by anyone.

What this process does not eliminate. These instructions give real power to the program authority. This is not a fully immutable contract — it is a stated trade-off between operational safety (being able to react to a bug or an imbalance) and decentralised trust (no instant or hidden change). Being transparent about the existence and the limits of that power is part of the trust principle, not a mitigation of it.

11. Economic model

Emission pays out 2% of what remains in the reserve each month. This single rule needs no simulation to be understood: it is geometric decay, and its properties read straight off.

HorizonReserve remainingEmitted that month
Launch200,000,0004,000,000
1 year156,900,000 (78%)3,200,000
2 years123,200,000 (62%)2,500,000
5 years59,500,000 (30%)1,200,000
10 years17,700,000 (9%)361,000

Three consequences, and they hold by construction rather than by forecast:

  • No cliff. The rate falls 2% per month, continuously. A stepped scheme (halving) cuts yield in half overnight; here the monthly fall is imperceptible over a play session.
  • The reserve never runs out. 0.98n stays strictly positive: there is no date on which the game stops paying. Its half-life is 34 months.
  • Total emitted is bounded in advance by the reserve's 200,000,000 — 20% of supply — and that cap is the one in section 3.1, verifiable on-chain from the first block.

What the rate does not do: it depends neither on player count nor on their activity. Twice as many miners do not produce twice as much CAIRN — they share the same pot, more thinly. Difficulty therefore rises on its own, as in Bitcoin mining, and no crowd can accelerate token release.

These figures are reproducible with the repository's own tools, which read the same constants as the game and the on-chain program — never a copy.

The game's design deliberately excludes any mechanism combining, at once, a financial stake, a random outcome and a monetisable gain — a combination which, in several jurisdictions (including France), would qualify the activity as gambling subject to a specific licensing regime.

  • Expedition and Explorer rewards are structured so that randomness applies only to non-monetisable resources (crafting materials with no direct exchange value) — never to CAIRN itself.
  • Everything touching CAIRN (unlocks, upkeep, emission) stays deterministic, at a cost and amount known in advance.

This document does not constitute legal advice. Verification by a qualified professional, in each targeted jurisdiction, remains necessary before any public launch.

13. Disclaimer and risks

Crypto-assets are risk instruments subject to high volatility. Nothing in this document constitutes investment, legal or tax advice. CAIRN is designed as a utility token for use inside the game's ecosystem — it is neither designed nor intended to function as a security or an investment. Participation should be motivated by interest in the game and its world, not by an expectation of guaranteed gain.

By holding or using CAIRN, everyone acknowledges in particular the following risks:

  • Technical risk — the game, the on-chain programs and all associated systems may contain bugs or vulnerabilities capable of causing partial or total loss of tokens or items, sometimes irreversibly.
  • Network risk — the project depends on Solana functioning correctly and on third-party providers (RPC, launchpad, wallets) over which it has no direct control.
  • Economic risk — emission, sink and marketplace mechanisms may evolve or fail to behave exactly as modelled; no guarantee is given as to the token's future value, utility or liquidity.
  • Personal security risk — custody of private keys and recovery phrases is each user's sole responsibility; their loss or theft causes definitive and unrecoverable loss of the assets concerned.
  • Regulatory risk — the legal status of crypto-assets keeps evolving and varies by jurisdiction; future regulatory action could affect access to, use of, or the legal status of the token.
  • Tax risk — each user is solely responsible for determining and meeting their own tax obligations related to acquiring, holding or disposing of the token.
  • No listing guarantee — nothing guarantees that the token will remain listed or tradeable on any platform over time.

This document may be revised to reflect the project's evolution (clarifications, corrections, new features). Any revision touching an on-chain economic parameter remains subject to the process described in section 10 (public announcement, 48-hour delay before application) — this document can never be used to bypass that process. Revisions are published on the official channels with a change history.

14. Revision history

DateSectionChange
16/08/20263, 6.1 Mint authority — the document said “revoked after launch”; the launch configuration revokes mint and freeze at creation. Reality was stronger than the promise.
Charcoal burners — “nearly 460” corrected to “more than 520”. The burner recipe went from 24 to 36 ticks on 11/08 (2 logs → 1 emberwood, recalibrated against what a road actually delivers); the published figure still followed the old rate. The 15/08 revision re-checked the section's constants one by one, but this is a derived figure and slipped through. It works in the argument's favour: more are needed, not fewer.
15/08/20266.1, 6.2, 7 Fuel — the document said “coal” where the game burns emberwood (charcoal, produced by the charcoal burner, dedicated to the monument and renewable). Mountain coal stays with the smelters. Corrected in five places, and the distinction is now explained rather than implied. The rest of section 6.1 was re-verified line by line against the game's balance file: the fourteen published values are exact.
09/08/20266.1 Picks — the three tiers and the four-slot limit are replaced by a single fungible pick: +1 Strike for 25 CAIRN, unlimited in number. The awakened floor moves from 40 to 57, set so that awakening the mine never lowers a player's income.
09/08/20266.1, 5 Individual collection cap → network Strike floor. Same goal — stop an empty network from draining the reserve — reached through the denominator rather than through the player. A cap bites on the diligent player; a floor takes nothing from anyone and needs no period tracking.
09/08/20266.1, 6.2, 7 Upkeep — the document said “in coal, never in gold”. Inaccurate: above 800 added Strike, crew wages are paid in coins. The full basket and its thresholds are now published.
09/08/20266.1 Diamonds — “3 gem slots” replaced by an unlimited number with diminishing returns, which is what the game applies.

All these corrections align the document with the game's balance file, which is authoritative. The figures published on this site are generated from that same file, never retyped.