# Token Economy

Use this page to understand `$CELL` supply, utility, sinks, and burn pressure.

Use [Referral & Withdrawal](/warden-playbook/referral-and-withdrawal.md) for live referral cashback scope and withdrawal thresholds.

### What you'll learn

* How total supply is allocated
* Which actions consume `$CELL`
* Where burn pressure comes from
* How withdrawal and reinvestment shape growth

### Token basics

This is a quick token summary, not a blockchain balance snapshot.

| Attribute    |                 Value |
| ------------ | --------------------: |
| Token Name   |               `$CELL` |
| Total Supply | `1,000,000,000 $CELL` |

### Supply allocation

| Category              | Allocation |        Amount |
| --------------------- | :--------: | ------------: |
| Play and Earn         |     70%    |   700,000,000 |
| Liquidity             |     20%    |   200,000,000 |
| Team                  |     5%     |    50,000,000 |
| Ecosystem Development |     5%     |    50,000,000 |
| Total                 |    100%    | 1,000,000,000 |

![](https://movbvxfdkiafamprcfmn.supabase.co/storage/v1/object/public/upload/13.%20Tokenomics.%20+%20Roadmap%20Banner.png)

### Utility model

`$CELL` is the core utility token of Trump Prison. It regulates the in-game economic flow through controlled emissions, burn mechanisms, and recurring operational costs.

Its value does not come from short-term speculation. It comes from its mandatory role in operating, expanding, and optimizing the prison system over time.

### Core flows and sinks

![](https://movbvxfdkiafamprcfmn.supabase.co/storage/v1/object/public/upload/12..%20Token%20Flow%20&%20Spending%20Banner.png)

| Flow              | Effect on `$CELL`                            |
| ----------------- | -------------------------------------------- |
| Daily operations  | Consumes `$CELL` through food and beverages  |
| Guard upgrades    | Consumes `$CELL` and burns part of it        |
| Prisoner upgrades | Consumes `$CELL` and burns part of it        |
| Reinvestment      | Redirects earned `$CELL` back into growth    |
| Withdrawals       | Removes earned value from the operating loop |

### Withdraw vs Reinvest

This choice determines whether earned `$CELL` becomes realized value or future growth.

|  Option  | Effect on `$CELL`                              | Operational Impact                                              |
| :------: | ---------------------------------------------- | --------------------------------------------------------------- |
| Withdraw | Takes earned `$CELL` out of the operating loop | Slows compounding and leaves less capital for upgrades or scale |
| Reinvest | Keeps earned `$CELL` inside the system         | Improves growth capacity but delays realized value              |

Use withdrawals to lock in value.

Use reinvestment to fund daily costs, upgrades, and expansion.

Withdrawal thresholds and referral payout rules are covered on [Referral & Withdrawal](/warden-playbook/referral-and-withdrawal.md).

### Burn mechanics

The strongest burn pressure comes from repeated spending:

* 70% of food and beverage spend is permanently burned
* 70% of Guard upgrade spend is permanently burned
* 70% of Prisoner upgrade spend is permanently burned

Active play both emits and removes supply.

### Economic model

[Open the economic model board](https://miro.com/app/board/uXjVG7p1FvA=/?share_link_id=92811474202)

### Key takeaway

`$CELL` works best when active play keeps emissions, spend, and burn in balance.


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