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.
- 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
- For stable economies: use lower weights (0.1–0.3)
- For dynamic economies: increase
beta_weightfor 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.
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
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-multiplierboosts the recovery speed after a crash (e.g.1.5= 50% faster recovery).recovery-pause-thresholddefines how many additional sales will pause the recovery to simulate sustained panic.
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 pricecommand. - 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.
