$AIDS INFECTION COST MODEL

Price proxy from historical density + configurable peak MC and immunity multiplier

MODEL PARAMETERS
$10.0M
$100K$100M
10.0x
0.1x50x

Token Economy

Total $AIDS Spent
Network Spend
Patient Zero Spend
Patient Zero Received
Burned (30% network)
To Parents (50% net)
To Grandparents (20%)
% of Supply Spent

Cost to Infect (USD)

Total USD Spent
Avg per Infection
Median Hour
Cheapest Hour
Most Expensive Hour

mult × immunity × token price

$AIDS Token Price

1 $AIDS at Peak
1 $AIDS at End
1 $AIDS avg (inf-weighted)
1 $AIDS avg (time-weighted)

price = market cap ÷ 1B supply

Infections

Total
Timestamped
PZ Unmapped

Infections per Hour + Average Immunity Score

Green bars = infection count per hour (volume/hype). Orange line = average immunity of targets (quality/value).

Market Cap Curve + Average USD Infection Cost

Red line = market cap derived from price proxy (scaled to peak MC input). Cyan line = average USD cost to infect someone that hour (multiplier x avg_immunity x token_price). Higher MC = more expensive infections.

Infection Cost in $AIDS Tokens (per hour avg)

Cost in tokens = multiplier x immunity. This is INDEPENDENT of market cap — purely token-denominated. High-immunity targets are always more expensive in tokens regardless of price.

Cumulative Infections + High-Value (imm>=100)

Cumulative USD Spent Over Time

Token P&L — Who Made Their Money Back?

Spent = mult × sum(target immunity) for each person you infected. Received = 50% from children's infections + 20% from grandchildren's. Ratio is multiplier-independent (mult cancels out).

Total Infected Players49,100
Never Infected Anyone44,733 (91.1%)
Infected ≥1 Person2,757 (5.6%)
Broke Even or Profit121 (4.4% of infectors)
Net Losers2,636 (95.6% of infectors)
Received / Spent ratio distribution (infectors only):
0–10% back2,301 (83.5%)
10–50% back246 (8.9%)
50–100% back89 (3.2%)
100–500% (profit)95 (3.4%)
500%+ (big winner)26 (0.9%)

Median return: 0%. Mean: 23.7%. P90: 32.2%. P95: 86.6%. Max: 4,187%. The game is deeply negative-sum for most players — only tree-builders with deep chains profit.

Market Phases (derived from data)