Mawu · Guides & deep dives

V7 Community Migration — Winning Established RP Communities

V7 is explicitly a FiveM-class competitor (gap§A1–A4).

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Status: V7 go-to-market planning document. Source: fills the planning gap identified in V1_V7_PLAN_SET_AUDIT_2026-06-12.md §6.2 (no community-bootstrap plan). Grounded in V7/V7_features.md (features§"The Realm Model", features§"Moremi — The Server-Authoritative Roleplay Framework", features§"Abundantia — The Creator Republic"), V7/V7_ARCHITECTURE.md (arch§"Architectural Thesis", arch§"The WASM Sandbox"), and V7/V7_GAP_ANALYSIS.md Part A (the FiveM/Cfx.re market context). Owner: V7 product lead (Mawu), with Abundantia economy lead and Ixchel runtime lead as named contributors. Date: 2026-06-12.

1. The Bootstrap Problem#

V7 is explicitly a FiveM-class competitor (gap§A1–A4). A multiplayer RP platform without communities is a ghost town: players follow servers, servers follow frameworks and creators, and creators follow players. FiveM's moat is not technology — it is ~15 years of accumulated community capital: the ESX/QBCore/Qbox framework lineage, tens of thousands of resources, the Tebex storefront economy, and flagship whitelisted servers (NoPixel-class) whose streamers define the genre. V7 does not win by being empty-better; it wins by making the move rational for specific, named segments — and by exploiting the structural grievances FiveM operators already have (revocable license under Rockstar, ripped-asset legal exposure, origin-IP DDoS, no first-party payout rail, client malware risk — see gap§Part C and arch§"The Trust Boundary").

Planning assumption adopted 2026-06-12: the addressable FiveM/RedM operator market at V7 launch is ~25,000 active servers, of which ~1,500 are "serious" whitelisted RP communities with >50 weekly-active players, ~150 are flagship communities with streaming reach, and ~40,000 individuals have published at least one resource. These figures are directional sizing for offer design, not commitments; refresh quarterly from public server-browser counts.

2. Market Segmentation and the Offer per Segment#

2.1 Segment A — Large whitelisted RP communities (the flagships)#

Who: NoPixel-class communities: 64–2,048 pop targets, application/backstory whitelisting, Patreon/Tebex-funded, staff teams of 10–100, custom in-house framework forks, streamer rosters.

Their pain on FiveM: monthly infra + dev cost of $1,000–10,000 (planning assumption adopted 2026-06-12, from public Patreon tiers of flagship servers); gray-market monetization that violates Rockstar/Take-Two policy and can be revoked at any time; DDoS against exposed origin IPs; cheaters with client-side control; a hard ~2,048 OneSync ceiling with degraded sync well below it; zero IP ownership of the world they built.

The V7 offer:

  • White-glove migration (see §5.4): a named Oshun migration engineer for each flagship, 90-day engagement, porting their framework fork onto the Nàná core (features§"The Resource Model") with the concept-mapping guide in §4.3.
  • Meshed population headroom — 1000+ seamless inhabitants (features§"Population Targets and Degradation") versus their current cap, as the headline capability FiveM cannot match.
  • Legitimate monetization — operator storefront on Abundantia rails with the ≥70% creator floor (features§"The Creator Economy") and the engagement pool, replacing the revocable Tebex gray market (see V7/docs/off-platform-monetization-policy.md §5).
  • Platform-absorbed DDoS and anti-cheat — gateway-fronted realms (arch§"Hosting, Orchestration, and the Realm Fleet"), attested client (arch§"Anti-Cheat and Client Integrity").
  • Exit rights in writing — the data-portability guarantee (V7/docs/community-data-portability.md), which FiveM/Rockstar structurally cannot offer.

2.2 Segment B — Framework maintainers (ESX, QBCore, Qbox, ox)#

Who: the small teams (typically 3–15 core maintainers) whose frameworks run the majority of RP servers; gap§A2. They are the highest-leverage targets: one framework port unlocks thousands of downstream servers.

Their pain: unpaid or donation-funded maintenance of infrastructure the whole economy depends on; no structural revenue from the servers and paid resources built on their work; constant breakage against GTA natives.

The V7 offer:

  • Dependency-revenue chains (features§"Dependency-Revenue Chains"): every realm and paid resource that declares their framework as a dependency flows a configured share to them automatically, computed from the lock file. This is the single strongest pitch to this segment — it converts their unpaid public good into a recurring income stream.
  • System-tier sandbox grants (features§"The Six Sandbox Tiers"): framework authors are the canonical System-tier trustees; V7 names them as the design persona for that tier.
  • Co-design seats on the Nàná core API surface during creator alpha (features§"Region Rollout Strategy" stage 1), so the V7 reference framework does not obsolete them but gives them a stable substrate.
  • Migration grants: $50,000–150,000 per framework team (planning assumption adopted 2026-06-12; sized against 6–12 maintainer-months at market rates) to port their framework's concepts to a Nàná-based resource suite, paid on milestone (port runs a 64-pop test realm → published on Abundantia → adopted by ≥10 listed realms).

2.3 Segment C — Resource creators (scripts, MLO-equivalents, vehicles, clothing)#

Who: the long tail of individual creators selling on Tebex or releasing free on GitHub; ~40,000 individuals (planning assumption, §1).

Their pain: Tebex fees plus payment-processor risk on gray-market goods; piracy/leaks of paid resources with no enforcement; ripped-asset competitors undercutting original work; no engagement income — only one-time sales.

The V7 offer:

  • Three payout rails instead of one (features§"The Creator Economy"): direct sale at the ≥70% floor, engagement payouts, and dependency-revenue when others build on their work.
  • Leak resistance by architecture: server-side WASM resources never ship source to clients; content-addressed artifacts (arch§"Dependency Resolution and Content-Addressed Storage") are licensed-fetch-only, so the "paid script leaked day one" economics of Tebex do not reproduce.
  • A clean market: IP matching (V7/docs/ip-content-matching.md) removes the ripped-asset competition that undercuts original creators on price.
  • Migration toolkit (§4) to bring Lua logic and original assets across.

2.4 Segment D — Hosting resellers (GSPs)#

Who: ZAP-Hosting-class game-server providers reselling FiveM hosting at $10–50/mo.

Their position in V7: the platform-orchestrated fleet (features§"Hosting, Orchestration, and Who Pays") deliberately removes the commodity-hosting middleman for standard realms — that margin funds the platform. GSPs are offered the BYOC channel instead: a certified-operator program where a GSP runs Moremi realm nodes on its own hardware behind the platform gateway (sandboxed realm logic only, never platform services), earning a resale margin on the compute they already own. Certification requires the operator vetting tier in V7/docs/operator-data-protection.md §6 and the Agones-conformant node image (arch§"Hosting"). Planning assumption adopted 2026-06-12: offer the first 10 GSPs a 0% platform fee on BYOC node capacity for 12 months; thereafter 15% of the realm's hosting subscription. This converts would-be competitors into distribution.

3. The Lua Compatibility Disposition (decided)#

Decision: V7 ships NO bug-for-bug FiveM API compatibility layer. There will be no Citizen.*/natives shim, no drop-in execution of unmodified FiveM resources. This is a deliberate, two-reason decision, recorded here so it is not relitigated implicitly:

  1. Legal. FiveM's scripting surface is defined by GTA V natives — tens of thousands of functions that mirror Rockstar's internal engine API, plus community documentation derived from reverse-engineering Rockstar binaries. Cfx.re's position is (post-acquisition) Rockstar-sanctioned; a competitor re-implementing the native table invites exactly the Take-Two enforcement posture that preceded the acquisition. V7 must not build its compatibility story on a clone of a competitor's proprietary engine internals. The known-infringing-asset posture (features§"Commerce and Rights") applies to API surface as much as to meshes.
  2. Architectural. FiveM's API assumes (a) Lua executing client-side with broad native access and (b) an operator-controlled server with near-total host power — both of which violate V7's trust boundary (arch§"The Trust Boundary — Platform vs. Realm") and sandbox model (arch§"The WASM Sandbox"). A faithful compat layer would either be a security hole or so heavily capability-filtered that "compatibility" would be false advertising. Honest incompatibility plus a migration toolkit beats a shim that silently breaks half of every resource.

What V7 ships instead is the migration toolkit in §4: language continuity (Lua-on-WASM), concept continuity (the Nàná mapping guide), and asset continuity (original assets only).

4. The Migration Toolkit#

4.1 Lua → WASM language support#

Creators keep the Lua language; they lose the FiveM API. Concretely:

  • Runtime: V7 publishes an official Lua 5.4 interpreter compiled to a WASM Component Model module (wasm32-wasip2 target via the WASI SDK / Emscripten toolchain — the same compilation approach proven by wasmoon-class builds of stock Lua). The interpreter is itself an Ixchel resource ("Nàná Lua runtime") that hosts creator Lua source as data, exposes the same WIT-defined host capabilities as the TypeScript path (features§"The Scripting Surface"), and runs under the same fuel/epoch budgets (arch§"The WASM Sandbox"). Fuel metering applies to the interpreter module, so runaway Lua is throttled identically to runaway compiled code.
  • Explicitly out: LuaJIT. JIT compilation inside a WASM guest is not possible under V7's deterministic, AOT-at-upload profile (arch§"Determinism — The Cross-Cutting Invariant"); the interpreter path is the only supported one. Planning assumption adopted 2026-06-12: interpreted Lua-in-WASM runs at roughly 5–15× the cost of natively-compiled WASM for hot loops; the published guidance is "Lua for game logic and glue (the dominant FiveM use), TypeScript→WASM or Native-tier for hot paths," with the profiler (V7/docs/creator-dx-tooling.md §4) making the boundary visible.
  • Determinism tier: gameplay-state-affecting Lua runs under the full deterministic profile (fuel, NaN canonicalization) like any other plugin; math.random is rebound to the realm-seeded PRNG, os.time/os.clock to sim time. The interpreter build with these bindings is the only one Sekhmet will pass at System tier.

4.2 The transpile-assist path#

For creators who want to leave the interpreter, the toolkit includes a best-effort Lua → TypeScript transpile assistant (static translation of the ~80% of idiomatic resource code that is tables/functions/events, with explicit -- @manual markers emitted where semantics don't map: metatable tricks, coroutine edge cases, varargs arithmetic). Output compiles on the standard TS→WASM path. This is an assist, not a promise: the published success criterion is "a typical 2,000-line ESX job script transpiles with ≤10 manual-fix sites" (planning assumption adopted 2026-06-12; validated against a corpus of 50 open-source MIT/GPL-compatible resources during creator alpha, with maintainer permission).

4.3 The Nàná framework-concept mapping guide#

Shipped as creator documentation with working examples; the table below is the normative skeleton (full guide is a creator-alpha deliverable, owner: Nàná framework lead):

FiveM / ESX / QBCore concept V7 / Nàná equivalent
resource + fxmanifest.lua Ixchel resource manifest: deps, SemVer, sandbox tier, exported events (features§"The Resource Model")
ESX.RegisterServerCallback / QBCore.Functions.CreateCallback Declared resource exports + typed event/callback surface over the realm protocol (libs/v7/realm-protocol/)
esx_society / qb-management society accounts Nàná economy society balances on the realm ledger (arch§"Nàná — Character and Economy Data Model")
Jobs + grades (esx_jobs, qb-core shared jobs) Nàná job registry: grades, duties, payouts (features§"Jobs, Economy, and Property")
ox_inventory / qb-inventory items + stashes Nàná inventory[] aggregate + property storage with ACLs
esx_property / qb-houses / MLO interiors Nàná property: persistent interiors as meshed shards, no loading screens (features§"Jobs, Economy, and Property")
qb-target / ox_target interaction zones Extended-tier scoped engine API: interaction-zone events under capability grants (features§"The Six Sandbox Tiers")
CAD/MDT resources Nàná civic institutions reference resources: CAD/MDT, records, warrants (features§"Civic Institutions")
pma-voice channels/submix Pheme proximity + radio channels, scriptable ranges (features§"Pheme — Proximity and Radio Voice")
Whitelist/queue resources Realm membership policy + application review console (features§"Membership: Open, Whitelisted, Federated")
txAdmin Mawu Operator Console (features§"Subsystem Glossary" surfaces table)
MySQL (oxmysql) persistence Nephthys aggregates — no operator-managed DB; event-sourced state (arch§"Nephthys")
Tebex store Abundantia operator storefront (V7/docs/off-platform-monetization-policy.md §5)

The deliberate non-mapping: GTA V natives, the GTA map, and Rockstar vehicles/clothing have no equivalent and never will (§3, §6).

4.4 Asset re-import pipeline — original assets only#

The Mawu Studio asset pipeline (features§"Mawu Studio — Creation Tools") accepts FBX/glTF/USD exports of creator-original assets: custom vehicles, clothing, props, and interiors that the creator modeled. The import path runs the full Sekhmet + IP-matching gauntlet (V7/docs/ip-content-matching.md): known-hash blocking at minimum, perceptual matching as it phases in. The migration documentation states plainly: assets ripped or converted from GTA V (or any commercial game) are rejected at ingest and are not "migratable" by design — this is a feature of the platform's legal posture, not a toolkit gap. Original-asset creators get a bulk-import flow (manifest + folder → versioned Abundantia listings with attribution metadata pre-filled).

5. Seeded-Community Incentives#

5.1 Early-operator program#

The first 200 listed realms (planning assumption adopted 2026-06-12) that reach Verified status (features§"Realm Lifecycle and Registry") within the creator-alpha + RP-beta window receive: 12 months of Dedicated-256 hosting at 50% of list price (V7/docs/operator-economics.md §4), a permanent "Founding Realm" registry badge, and priority placement in the launch-rotation featured slots (features§"Live-Service and Community Programming").

5.2 Revenue-share sweeteners for the first N realms#

For the first 50 realms by verified engagement: a 1.5× engagement-pool multiplier for 12 months on the realm's engagement payouts, funded from the creator-programs budget, not from other creators' pool share (planning assumption adopted 2026-06-12; the multiplier is a marketing expense and is booked as such). Direct-sale splits are not raised above the standard floor — the ≥70% floor (features§"The Creator Economy") stays uniform so early deals do not create a two-class creator market that has to be unwound later.

5.3 Framework-maintainer grants#

Per §2.2: $50k–150k milestone grants, budget cap $1.0M across the program (planning assumption adopted 2026-06-12), targeting 4–8 framework teams.

5.4 White-glove flagship migrations#

10 flagship communities (planning assumption adopted 2026-06-12) get a named migration engineer for 90 days each, covering: framework-fork port, original-asset bulk import, staff-tool training on the Operator Console, moderation-policy mapping onto the two-level model (features§"Whitelisting and Realm Moderation"), and a co-marketed launch event. Selection criteria: streaming reach, staff professionalism, clean IP posture willingness (a flagship that insists on ripped GTA assets is disqualified — §6), and willingness to run at Meshed tier as a public proof point.

6. Honest Limits — What Cannot Migrate#

Stated in every migration conversation, in writing, up front:

  1. Ripped GTA/commercial-game assets — the GTA map, Rockstar vehicles, branded clothing packs, converted AAA meshes. Blocked at ingest by design (features§"Commerce and Rights", V7/docs/ip-content-matching.md). A large fraction of the FiveM visual economy floats on these; communities migrating to V7 rebuild that layer with original or licensed content, with the AI-assisted creation tools (features§"Mawu Studio — Creation Tools") lowering the rebuild cost.
  2. Natives-dependent code — any script whose behavior is the GTA engine (ragdoll tricks, ped AI manipulation, vehicle-handling natives) has no V7 target; it must be redesigned against Maya engine capabilities.
  3. The GTA world itself — V7 realms are built on Maya worlds/Ixchel genomes (features§"What a Realm Is"); "Los Santos but on V7" is not on offer and requests for it are declined.
  4. Operator root on the server — operators used to raw host access lose it; realm logic is sandboxed WASM only (arch§"The Trust Boundary"). The migration pitch reframes this as the thing that ends client-malware and cheat-supply problems, but it is a real capability reduction and is said plainly.

7. Metrics and Gates#

Owner: V7 product lead; reviewed monthly during rollout stages 1–3 (features§"Region Rollout Strategy").

Metric Target (planning assumption adopted 2026-06-12)
Flagship migrations signed / completed 10 signed by RP-beta start; 6 live by meshing beta
Framework teams ported ≥2 of {ESX, QBCore, Qbox, ox-lineage} equivalents live
Resources published by migrated creators ≥1,000 by economy launch
Median white-glove migration duration ≤90 days
Lua-runtime resource share ≥40% of published scripted resources in year 1
Migrated-community 90-day retention (realm still live) ≥70%
Cost per migrated weekly-active player (program spend) ≤$8

A miss on flagship signings by RP-beta is a go-to-market stop-and-replan trigger, escalated to the V7 product lead and Oshun leadership — the platform does not proceed to economy launch on official realms alone.