February 9, 2026

On Business Value in NeoWorld 2.0 – Rex Liu

On Business Value in NeoWorld 2.0 – Rex Liu

On Business Value in NeoWorld 2.0 – Rex Liu

On Business Value in NeoWorld 2.0 – Rex Liu

In the NeoWorld 2.0 , not all buildings can produce business value, but only a specific business can be produced, and other building become a unit and element serving the business. The previous article shared some of my thoughts about production in 2.0 and also included some of my own operations. Today’s article is mainly about the significance of the existence of infrastructure.

Please note that some of the data in this article directly refer to the previous article.

There is a saying in the official announcement that there is no upper limit on the single sales value.

There is no upper limit for the single operating value, which means that there is no upper limit for the operating value of the four major industries. That is to say, the business building can be built indefinitely and produce business value, which also means strong demand for downstream industries.

But the question is, can there be no limit on the true business value? We all know that the operating pool is limited, and the more business value is divided into fixed (year-by-year) mining pools, the benefits can be imagined. Above we have clearly stated the operating break-even point:1 Business value = 0.5 Nash

Conclusion 1: The maximum business value is: 9.37 million, and the single industry is 2.34 million;

Conclusion 2: The number of the largest theme buildings: 208, 52 in the single industry.

What I didn’t think was that only 208 subject areas were needed for business production, and the operating value breakeven point could be reached. There are not many 3-star and 4-star theme business buildings, let alone a large number of complex business buildings (off state). ). It can be said that this number is far from satisfying the needs of a large number of players. If there are 4 sets of full-industry chain + self-sufficient production of the player, 52 players can monopolize and divide the business pool.

Has there been anyone building a business building since then? Is there anyone else doing business value production?

There must be.

As we all know, BTC output is basically halved every four years, and output is getting less and less. It is reasonable to say that its calculation power should be stable near its break-even line, but in fact, we have seen, BTC mining power of the currency continues to soar. Because there are always new high-computing low-power competing products on the market, while continuously pushing up the computing power, the mining cost has further increased, and finally the survival of the fittest is completed with the calculation power — whoever has lower cost can survive.

So, will the NeoWorld 2.0 version of the business value production system, will it take the PK road? The big probability is yes. At present, the economic system is still in the process of enrichment and improvement. The new high-computing low-power business buildings will certainly have (the official will definitely do things on the business buildings), and the sales value will rise to some, no one knows.

If turnover value is infinite, how should we handle it?

In my option, here are possible values of turnover buildings:

  • Turnover buildings could generate turnover value to share the mining pool.
  • Turnover buildings could enhance your personal contribution value to grab more rights.
  • Turnover buildings could raise continent contribution value to propel the scientific and technological development of the continent.
  • Turnover buildings could stimulate the development of downstream industries to create quite a few senior jobs.
  • Turnover buildings could deposit a large number of NASH to facilitate the burning of NASH.
  • Turnover buildings could be the groundwork for UGC producers.
  • Turnover buildings could the heart of the whole architecture to revitalize economic system.

Despite the numerous advantages of turnover buildings, many players even some top players refused to build them. There are 2 main reasons to explain this:

First of all, the price of NASH still droops. The cost of NASH to buy a building increasingly grows since the building is valued by USDT. Thus players consider it undeserving to implement construction now.

Secondly, parts of players are unconfident with the future of NeoWorld due to the instability and incompletion of NeoWorld 2.0. They prefer to play it by ear.

In fact, according to the announcement and Q&A from the official and the analysis from Hanson, the logic of the official is clear that the current state is a result of gaming form the specialized scale development strategy to the huge profits of RO and hi-tech material factories.

What turnover buildings can really bring us:

Here is the conclusion: the players will gain profit via the rights brought by turnover value instead of turnover value itself. It can be seen from the operation of RO factories that you can augment your contribution value based on the turnover system which in turn help you reap profits in the allocation of rights and interests.

Here I wish you have extracted something from this article after my explicit presentation about ‘infinite turnover value’.

Published at Sun, 20 Oct 2019 14:16:14 +0000

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