โ† Features

Economy System

THE ECONOMY

Not a coin system โ€” a full economic simulation with dynamic pricing, a server-wide treasury, market cycles, recession events, player debt, taxes, and multiple money flows all running in real time without admin intervention.

Currency

๐ŸŸค
Bronze
= 1 bronze
Base unit, all storage
โšช
Silver
= 1,000 bronze
Mid-tier, common transactions
๐ŸŸก
Gold
= 10,000 bronze
High-value items and bets

Display always shows the highest applicable denominations. Example: 12,500 bronze displays as "1 ๐ŸŸก 2 โšช 500 ๐ŸŸค"

The Treasury

The treasury is the single most important economic concept. It is the server-wide shared fund that acts as the source of all outgoing rewards and the destination of all incoming taxes. It is what makes the economy a closed loop rather than infinite money printing.

BOOMING> 80,000 bronzeLowest prices, lowest taxes, full rewards
HEALTHY40,000 โ€“ 80,000 bronzeNormal prices and taxes
TIGHT15,000 โ€“ 40,000 bronzeSlightly elevated prices
LOW5,000 โ€“ 15,000 bronzeHigher prices and taxes
CRITICAL< 5,000 bronzeMax prices, max taxes, auto-recession, rewards paused

Money โ†’ Treasury

  • +60% of NPC shop purchases recycled
  • +100% marketplace listing taxes
  • +100% marketplace purchase taxes
  • +100% PvP death taxes
  • +Weekly 30,000 bronze injection
  • +5% rake from RPS and Connect Four bets
  • +Manual admin adjustments

Money โ† Treasury

  • โˆ’Weekly leaderboard rewards: 1st (500), 2nd (250), 3rd (100)
  • โˆ’Weekly game rewards: Werewolf/Quizarium (300), CAH (200)
  • โˆ’Reputation gift items delivered via RCON
  • โˆ’Player crop and jewelry sell-backs
  • โˆ’Admin manual payouts

Dynamic Pricing

Every item in every NPC shop has a dynamic price calculated in real time. Base prices are fixed, but the final price is the result of multiplying four factors together.

Final Price = Base Price ร— Treasury Factor ร— Demand Factor ร— Wealth Factor ร— Recession Factor

Treasury Factor

Derived from treasury state. Full treasury = easier prices. Empty treasury = spikes.

Demand Factor

Based on units of this specific item purchased in the last 48 hours across all players.

Wealth Factor

Based on average bronze balance across all player wallets. Richer server = higher prices.

Recession Factor

Applied only during recessions. Multiplies combined price by 1.40ร— to 2.20ร—. Normally 1.00ร—.

Price clamping: final price is always between 50% and 300% of base price. Pricing pass runs every 48โ€“72 hours.

Recession System

A recession spikes all prices by 1.40ร—โ€“2.20ร— for 12โ€“48 hours. Two triggers:

Treasury Triggered

Automatically fires when treasury falls below 5,000 bronze (CRITICAL state). Fixed 1.60ร— multiplier for 24 hours. The economy's immune response.

Zombita Chaos Event

0.3% chance per pricing pass (~once every 2โ€“3 months). Random multiplier and duration. Zombita posts a cryptic announcement. No explanation given.

The Five NPC Shops

Zombita
ZOMBITA
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