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Economic System

The core of this plugin revolves around gold as currency, mimicking a commodity-based economy. Two fee types govern the system:
  • Sell Fee – Applied when players sell gold. This adds a “cost of doing business,” discouraging rapid trading and promoting thoughtful market interactions.
  • Transfer Fee – Applied when gold is transferred between players. This prevents players from bypassing fees through alternate accounts and encourages players to hold onto their gold rather than constantly moving it.
Recommendations:
  • Low fees (1–5%) → more fluid and player-friendly economy
  • Higher fees (10–20%) → more realistic, slower-paced trading with economic strategy

Dynamic Pricing System

At the heart of the plugin is a dynamic pricing engine that adjusts the gold price based on player activity. This replicates a player-driven supply & demand system.

Key Options:

  • enabled – Toggles dynamic pricing on/off. Disabling this locks the gold price at a static value.
  • base_price
    • If dynamic pricing is enabled: this is the starting market price.
    • If disabled: this becomes the fixed, permanent price.
    • Note: Changing this resets historical pricing data.
  • interval – Time (in minutes) between price recalculations.
    • Low values (5–15) = volatile market
    • High values (60–120) = more stable, less reactive

Formula Weights: alpha_weight & beta_weight

These two values determine how strongly the system reacts to changes in the market:
  • alpha_weight (Reserve-based pricing)
    Influences how stored gold vs. money in circulation affects price.
    • High alpha = responds to long-term holdings
    • Low alpha = reacts to short-term fluctuations
  • beta_weight (Sales activity sensitivity)
    Influences how much recent gold sales impact the price.
    • High beta = reacts quickly to trends
    • Low beta = smooths sudden changes
Tips:
  • For stable economies: use lower weights (0.1–0.3)
  • For dynamic economies: increase beta_weight for stronger reactions to trade spikes

Price Change Limiter: modifier_clamp

This option limits how much the price can rise or fall between intervals, protecting the market from wild swings.
  • Why it matters: Prevents players from crashing or spiking the market in a single move.
Example:
If price = 100 and modifier_clamp = 0.05, price next cycle can’t go below 95 or above 105.
Suggested Range: ±5% to ±10%

Price Cap: price-cap

This sets absolute limits for the price range — it cannot drop below or rise above these values. Use cases:
  • Avoid price crashes (near-zero value)
  • Prevent inflation (unreachable prices)
  • Ensure fair trading floor and ceiling
Best for: Survival, faction, and economy servers to avoid runaway markets.

Panic Sell-off System

Simulates market crashes based on suspicious behavior — like dumping a large hoarded stash of gold after heavy selling periods.

How it works:

If a player deposits a large amount of gold after a series of sell actions, the system triggers a panic event that crashes the price — mimicking fear-based real-world market reactions.

Recovery System:

  • recovery-multiplier boosts the recovery speed after a crash (e.g. 1.5 = 50% faster recovery).
  • recovery-pause-threshold defines how many additional sales will pause the recovery to simulate sustained panic.
Purpose:
Discourages hoarding & price manipulation. Rewards opportunistic players who buy during dips.

Best Practices & Tips

  • Roleplay/Economy Servers:
    Enable all systems, tweak values moderately, and show live prices to players using a scoreboard or /gb price command.
  • PvP Servers:
    Be cautious with price volatility — inflation can affect gameplay balance.
  • Small Servers:
    Use longer intervals (60–120 min) and lower fee percentages to prevent a small player group from over-influencing the economy.