Problem
The current modal (triggered by "Why is this airdrop different?") only shows a 2-column comparison (Typical Airdrop vs This Airdrop) + a summary paragraph. It's too brief — users need more detail about how the airdrop actually works.
Solution
Redesign the modal as a "How It Works" guide with multiple sections explaining the full mechanism.
Trigger text
Change "Why is this airdrop different? →" to "How does this work? →" (or similar)
Modal content structure
```
┌──────────────────────────────────────────────────────┐
│ ✕ │
│ │
│ HOW DOES THIS WORK? │
│ │
│ ── 1. The Airdrop Pool ── │
│ 50,000 PLOT (5% of max supply) is locked in a │
│ time-locked contract. After 6 months, the pool │
│ is either distributed to point holders or burned │
│ forever. No team keeps it. No treasury recycles. │
│ │
│ ── 2. Milestones & Pool Size ── │
│ The pool distribution depends on PLOT MCap: │
│ │
│ MCap $1M → 10% unlocked (5,000 PLOT) │
│ MCap $10M → 30% unlocked (15,000 PLOT) │
│ MCap $50M → 50% unlocked (25,000 PLOT) │
│ MCap $100M → 100% unlocked (50,000 PLOT) │
│ │
│ The remaining % is burned permanently. │
│ Higher MCap = bigger pool AND higher per-PLOT │
│ value. Double benefit. │
│ │
│ ── 3. How to Earn PL Points ── │
│ Your share of the pool is based on PL points: │
│ │
│ • Buy story tokens → 1 PL per PLOT spent │
│ • Refer friends → 20% of their points │
│ • Publish a story → 50 PL (flat) │
│ • Rate a story → 5 PL (max 10/day) │
│ │
│ ── 4. Streak Boost ── │
│ Daily check-in builds streaks. Longer streak = │
│ higher boost on all points earned: │
│ │
│ 7 days → +5% | 14 days → +10% | 30 days → +20% │
│ 50 days → +30% | 100 days → +50% │
│ │
│ Miss a day → drop one tier. │
│ │
│ ── 5. Why Is This Different? ── │
│ ┌─────────────────┐ ┌─────────────────┐ │
│ │ TYPICAL AIRDROP │ │ THIS AIRDROP │ │
│ │ Fixed amount │ │ Pool grows with │ │
│ │ Dumps on day 1 │ │ MCap │ │
│ │ No skin in game │ │ Burned if no │ │
│ │ │ │ growth │ │
│ │ │ │ Everyone wins │ │
│ │ │ │ together │ │
│ └─────────────────┘ └─────────────────┘ │
│ │
│ MCap = PLOT price × 1M max supply │
│ │
└──────────────────────────────────────────────────────┘
```
Sections
- The Airdrop Pool — what's locked, what happens at the end
- Milestones & Pool Size — 4 tiers, burn mechanics, double benefit
- How to Earn PL Points — all point actions with rates
- Streak Boost — tier table, miss penalty
- Why Is This Different? — the existing 2-column comparison (moved here as a section)
Design notes
- Modal scrollable if content overflows viewport
- Section headers in uppercase tracking-wider style (matching site aesthetic)
- Keep it text-heavy but scannable — monospace font, clear spacing
- Mobile: full-width modal with scroll
Files
- `src/components/airdrop/CampaignHero.tsx` — expand modal content, change trigger text
Acceptance Criteria
Problem
The current modal (triggered by "Why is this airdrop different?") only shows a 2-column comparison (Typical Airdrop vs This Airdrop) + a summary paragraph. It's too brief — users need more detail about how the airdrop actually works.
Solution
Redesign the modal as a "How It Works" guide with multiple sections explaining the full mechanism.
Trigger text
Change "Why is this airdrop different? →" to "How does this work? →" (or similar)
Modal content structure
```
┌──────────────────────────────────────────────────────┐
│ ✕ │
│ │
│ HOW DOES THIS WORK? │
│ │
│ ── 1. The Airdrop Pool ── │
│ 50,000 PLOT (5% of max supply) is locked in a │
│ time-locked contract. After 6 months, the pool │
│ is either distributed to point holders or burned │
│ forever. No team keeps it. No treasury recycles. │
│ │
│ ── 2. Milestones & Pool Size ── │
│ The pool distribution depends on PLOT MCap: │
│ │
│ MCap $1M → 10% unlocked (5,000 PLOT) │
│ MCap $10M → 30% unlocked (15,000 PLOT) │
│ MCap $50M → 50% unlocked (25,000 PLOT) │
│ MCap $100M → 100% unlocked (50,000 PLOT) │
│ │
│ The remaining % is burned permanently. │
│ Higher MCap = bigger pool AND higher per-PLOT │
│ value. Double benefit. │
│ │
│ ── 3. How to Earn PL Points ── │
│ Your share of the pool is based on PL points: │
│ │
│ • Buy story tokens → 1 PL per PLOT spent │
│ • Refer friends → 20% of their points │
│ • Publish a story → 50 PL (flat) │
│ • Rate a story → 5 PL (max 10/day) │
│ │
│ ── 4. Streak Boost ── │
│ Daily check-in builds streaks. Longer streak = │
│ higher boost on all points earned: │
│ │
│ 7 days → +5% | 14 days → +10% | 30 days → +20% │
│ 50 days → +30% | 100 days → +50% │
│ │
│ Miss a day → drop one tier. │
│ │
│ ── 5. Why Is This Different? ── │
│ ┌─────────────────┐ ┌─────────────────┐ │
│ │ TYPICAL AIRDROP │ │ THIS AIRDROP │ │
│ │ Fixed amount │ │ Pool grows with │ │
│ │ Dumps on day 1 │ │ MCap │ │
│ │ No skin in game │ │ Burned if no │ │
│ │ │ │ growth │ │
│ │ │ │ Everyone wins │ │
│ │ │ │ together │ │
│ └─────────────────┘ └─────────────────┘ │
│ │
│ MCap = PLOT price × 1M max supply │
│ │
└──────────────────────────────────────────────────────┘
```
Sections
Design notes
Files
Acceptance Criteria