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
Display always shows the highest applicable denominations. Example: 12,500 bronze displays as "1 ๐ก 2 โช 500 ๐ค"
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.
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
- โWeekly leaderboard rewards: 1st (500), 2nd (250), 3rd (100)
- โWeekly game rewards: Werewolf/Quizarium (300), CAH (200)
- โReputation gift items delivered via RCON
- โPlayer crop and jewelry sell-backs
- โAdmin 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.
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 48โ72 hours.
Recession System
A recession spikes all prices by 1.40รโ2.20ร for 12โ48 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 2โ3 months). Random multiplier and duration. Zombita posts a cryptic announcement. No explanation given.
The Five NPC Shops
Cal's Food Corner
Food, drinks, farming supplies. Staple items for early survival.
Dex's Armory
Weapons, ammo, tactical gear. High demand keeps prices volatile.
Lena's Auto Parts
Car parts, repair tools, fuel. Essential for late-game mobility.
Viktor's Gas Station
Fuel and quick supplies. Located near main travel routes.
Nadia's Hub
Community goods, miscellaneous items, social economy items.
Marketplace
Player-to-player listings. Listing tax + purchase tax scale with treasury state (3%/4% when BOOMING โ 12%/15% when CRITICAL).
Lottery
1 Silver ticket. Tiered prizes: Bandages at the low end, Assault Rifle and Katana at the top. Weekly draw.
Teleport
Fast-travel to 7 named map locations for 5 Silver. Bot fires RCON teleport command for instant in-game travel.