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	<id>https://wiki.prosperitysmp.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maintenance+script</id>
	<title>Prosperity SMP Wiki - User contributions [en]</title>
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	<updated>2026-06-05T23:40:10Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Zoning_Regulations&amp;diff=83</id>
		<title>Zoning Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Zoning_Regulations&amp;diff=83"/>
		<updated>2026-06-03T03:39:05Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Redirect duplicate to canonical sentence-case page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zoning regulations]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Zoning_regulations&amp;diff=82</id>
		<title>Zoning regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Zoning_regulations&amp;diff=82"/>
		<updated>2026-06-03T03:39:04Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Update zoning: add height limits, fix farm rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Zoning regulations&#039;&#039;&#039; define what can be built and operated on each plot type on Prosperity SMP. Land is sold bare — owners build to specification within these rules. Every plot falls into one of three zones, identified by a letter prefix and a three-digit number: residential (&#039;&#039;&#039;R&#039;&#039;&#039;), commercial (&#039;&#039;&#039;C&#039;&#039;&#039;), or industrial (&#039;&#039;&#039;I&#039;&#039;&#039;) — for example, R001, C001, I001.&lt;br /&gt;
&lt;br /&gt;
== Residential (R) ==&lt;br /&gt;
Residential plots are for personal homes and private builds.&lt;br /&gt;
* Only &#039;&#039;&#039;houses&#039;&#039;&#039; may be built — no businesses or paid services.&lt;br /&gt;
* Houses may not have &#039;&#039;&#039;more than three visible floors&#039;&#039;&#039;. Basements and rooftops are not counted as visible floors.&lt;br /&gt;
* Gardens and personal storage are permitted.&lt;br /&gt;
&lt;br /&gt;
== Commercial (C) ==&lt;br /&gt;
Commercial plots are for businesses, shops, offices, and apartment buildings.&lt;br /&gt;
* Permitted builds include businesses, offices, shops, apartment buildings, and other commercial structures.&lt;br /&gt;
* [[ChestShop]] signs are encouraged on commercial plots.&lt;br /&gt;
* &#039;&#039;&#039;Height-limited to 60 blocks&#039;&#039;&#039;, unless otherwise approved by the Department of Construction and Transport.&lt;br /&gt;
&lt;br /&gt;
== Industrial (I) ==&lt;br /&gt;
Industrial plots are for factories, warehouses, and production facilities.&lt;br /&gt;
* Permitted builds include factories, warehouses, and material-processing facilities.&lt;br /&gt;
* Farms must be &#039;&#039;&#039;manual or semi-automatic&#039;&#039;&#039; — fully automatic AFK farms are prohibited (see [[Server rules]]).&lt;br /&gt;
* Agriculture is permitted only if conducted underground or otherwise hidden from view.&lt;br /&gt;
* &#039;&#039;&#039;Height-limited to 60 blocks&#039;&#039;&#039;, unless otherwise regulated by subordinate laws.&lt;br /&gt;
&lt;br /&gt;
== Apartments ==&lt;br /&gt;
* Apartments must not contain Nether portals or [[ChestShop]] signs.&lt;br /&gt;
* Water and lava must not drip from source blocks into neighboring rental units.&lt;br /&gt;
&lt;br /&gt;
== General rules ==&lt;br /&gt;
* Build only within your plot boundaries. Encroaching on roads, paths, or neighboring plots is prohibited.&lt;br /&gt;
* No offensive structures in any zone. See [[Server rules]].&lt;br /&gt;
* Plot owners are responsible for maintaining their builds. Abandoned plots may be reclaimed by staff after notice.&lt;br /&gt;
&lt;br /&gt;
== Enforcement ==&lt;br /&gt;
Zoning violations result in fines and admin-mediated remediation. Repeat offenders may be evicted, returning the plot to the market. The sheriff and administration hold final discretion.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Real estate]] — how to acquire plots&lt;br /&gt;
* [[Auction Policy]] — bidding on government plot auctions&lt;br /&gt;
* [[Server rules]] — general conduct rules&lt;br /&gt;
* [[BOLT]] — protecting your builds&lt;br /&gt;
&lt;br /&gt;
[[Category:Policies]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Zoning_Regulations&amp;diff=81</id>
		<title>Zoning Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Zoning_Regulations&amp;diff=81"/>
		<updated>2026-06-03T03:35:43Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Create Zoning Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Zoning regulations&#039;&#039;&#039; govern how land is used on ProsperitySMP. Land is sold bare — owners build to specification within these rules. Plots are identified by a letter prefix and a three-digit number (for example, R001, C001, I001). Building outside your plot&#039;s permitted use, or beyond its height limit, is a zoning violation.&lt;br /&gt;
&lt;br /&gt;
== Plot types ==&lt;br /&gt;
&lt;br /&gt;
=== Residential (R) ===&lt;br /&gt;
&lt;br /&gt;
* Plots beginning with &#039;&#039;&#039;R&#039;&#039;&#039; (for example, R001).&lt;br /&gt;
* May only have &#039;&#039;&#039;houses&#039;&#039;&#039; built on them.&lt;br /&gt;
* Houses may not have &#039;&#039;&#039;more than three visible floors&#039;&#039;&#039;. Basements and rooftops are not counted as visible floors.&lt;br /&gt;
&lt;br /&gt;
=== Commercial (C) ===&lt;br /&gt;
&lt;br /&gt;
* Plots beginning with &#039;&#039;&#039;C&#039;&#039;&#039; (for example, C001).&lt;br /&gt;
* May only have businesses, offices, shops, apartment buildings, and other commercial buildings.&lt;br /&gt;
* &#039;&#039;&#039;Height-limited to 60 blocks&#039;&#039;&#039;, unless otherwise approved by the Department of Construction and Transport.&lt;br /&gt;
&lt;br /&gt;
=== Industrial (I) ===&lt;br /&gt;
&lt;br /&gt;
* Plots beginning with &#039;&#039;&#039;I&#039;&#039;&#039; (for example, I001).&lt;br /&gt;
* May only have factories, warehouses, and production facilities.&lt;br /&gt;
* &#039;&#039;&#039;Height-limited to 60 blocks&#039;&#039;&#039;, unless otherwise regulated by subordinate laws.&lt;br /&gt;
&lt;br /&gt;
== Apartments ==&lt;br /&gt;
&lt;br /&gt;
* Apartments must not contain Nether portals or chest shops.&lt;br /&gt;
* Water and lava must not drip from source blocks into neighboring rental units.&lt;br /&gt;
&lt;br /&gt;
== Agriculture ==&lt;br /&gt;
&lt;br /&gt;
* Agriculture is not permitted on residential plots.&lt;br /&gt;
* On commercial and industrial plots, agriculture is permitted only if it is conducted underground or otherwise hidden from view.&lt;br /&gt;
&lt;br /&gt;
== Enforcement ==&lt;br /&gt;
&lt;br /&gt;
Zoning violations result in fines and admin-mediated remediation. Repeat offenders may be evicted, with the plot returning to the market. The sheriff and administration hold final discretion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Government]]&lt;br /&gt;
[[Category:Policy]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Auction_Policy&amp;diff=80</id>
		<title>Auction Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Auction_Policy&amp;diff=80"/>
		<updated>2026-06-03T03:27:01Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Restore full Auction Policy content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Auction Policy&#039;&#039;&#039; governs all plot auctions conducted by the Government of ProsperitySMP (the &amp;quot;Department&amp;quot;). By participating in an auction — as either an auctioneer or a bidder — you agree to be bound by this policy. All monetary values are denominated in Prosperity Dollars ($).&lt;br /&gt;
&lt;br /&gt;
== Auction setup ==&lt;br /&gt;
&lt;br /&gt;
Every auction listing must include the following, and none of it may be modified once the auction is posted:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Title&#039;&#039;&#039; — the plot name (for example, C001).&lt;br /&gt;
* &#039;&#039;&#039;Starting bid&#039;&#039;&#039; — the lowest amount an opening bid may be.&lt;br /&gt;
* &#039;&#039;&#039;Minimum increase&#039;&#039;&#039; — the smallest amount by which a new bid must exceed the current high bid.&lt;br /&gt;
* &#039;&#039;&#039;Plot image&#039;&#039;&#039; — a photograph of the plot and/or its information sign.&lt;br /&gt;
* &#039;&#039;&#039;End time&#039;&#039;&#039; — a numerical duration measured from the most recent eligible bid (for example, &amp;quot;24 hours after the last eligible bid&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;buyout price&#039;&#039;&#039; is optional. If one is offered, it must be stated in the original listing and may not be added, removed, or changed afterward — including when live bidding approaches it.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
&lt;br /&gt;
* All bids are denominated in Prosperity Dollars and are &#039;&#039;&#039;legally binding&#039;&#039;&#039;. A bidder is obligated to honor any bid they place.&lt;br /&gt;
* Bids may not be modified or withdrawn once placed.&lt;br /&gt;
* A bidder may raise their &#039;&#039;&#039;own&#039;&#039;&#039; leading bid only &#039;&#039;&#039;once&#039;&#039;&#039; per auction. Any further attempt to raise their own leading bid is invalid.&lt;br /&gt;
* A bidder may not bid more than the funds available in their personal, company, or bank balance.&lt;br /&gt;
* If a bid is funded from anything other than the bidder&#039;s personal balance (a company, a bank, or another source), the bidder must &#039;&#039;&#039;state the source of funds&#039;&#039;&#039;. The Department reserves the right to privately request proof of funds.&lt;br /&gt;
&lt;br /&gt;
The recommended bid format is:&lt;br /&gt;
&lt;br /&gt;
: Bid: $0 (source of funds)&lt;br /&gt;
&lt;br /&gt;
== Winning and payment ==&lt;br /&gt;
&lt;br /&gt;
* The highest eligible bid at the close of the auction wins.&lt;br /&gt;
* If a winning bidder&#039;s balance falls below their bid amount by the time the auction closes, the next-highest eligible bid becomes the default winner.&lt;br /&gt;
* If a winning bidder is removed from, or leaves, ProsperitySMP before the plot is transferred, the next-highest eligible bid becomes the default winner.&lt;br /&gt;
* Payment is due at the close of the auction. A non-payment dispute (by either party) may be resolved by opening a support ticket with evidence — whether a winner fails to pay, or an auctioneer withholds a won plot.&lt;br /&gt;
&lt;br /&gt;
== Conduct ==&lt;br /&gt;
&lt;br /&gt;
Neither auctioneers nor bidders may act to divert attention away from a bid. Prohibited conduct includes:&lt;br /&gt;
&lt;br /&gt;
* Commenting negatively on the starting price.&lt;br /&gt;
* Commenting negatively on the plot&#039;s rarity, or lack thereof.&lt;br /&gt;
* Commenting negatively on the plot&#039;s utility, or lack thereof.&lt;br /&gt;
* Advertising one&#039;s own bid or business in another auction&#039;s channel.&lt;br /&gt;
* Holding general conversation within a bidding channel.&lt;br /&gt;
&lt;br /&gt;
== Government authority ==&lt;br /&gt;
&lt;br /&gt;
* An auctioneer may rescind an auction &#039;&#039;&#039;only&#039;&#039;&#039; while it has received no bids.&lt;br /&gt;
* The Department reserves the right to terminate any auction at any time, for any reason.&lt;br /&gt;
* The Department reserves the right to restrict any individual&#039;s ability to participate in auctions.&lt;br /&gt;
* These authorities also apply to eviction auctions.&lt;br /&gt;
&lt;br /&gt;
== Agreement ==&lt;br /&gt;
&lt;br /&gt;
By participating in any auction, you agree to the terms of, and to be bound by, this Auction Policy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Government]]&lt;br /&gt;
[[Category:Policy]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Auction_Policy&amp;diff=79</id>
		<title>Auction Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Auction_Policy&amp;diff=79"/>
		<updated>2026-06-03T03:26:45Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: noop verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Auction_Policy&amp;diff=78</id>
		<title>Auction Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Auction_Policy&amp;diff=78"/>
		<updated>2026-06-03T03:26:19Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Create Auction Policy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Auction Policy&#039;&#039;&#039; governs all plot auctions conducted by the Government of ProsperitySMP (the &amp;quot;Department&amp;quot;). By participating in an auction — as either an auctioneer or a bidder — you agree to be bound by this policy. All monetary values are denominated in Prosperity Dollars ($).&lt;br /&gt;
&lt;br /&gt;
== Auction setup ==&lt;br /&gt;
&lt;br /&gt;
Every auction listing must include the following, and none of it may be modified once the auction is posted:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Title&#039;&#039;&#039; — the plot name (for example, C001).&lt;br /&gt;
* &#039;&#039;&#039;Starting bid&#039;&#039;&#039; — the lowest amount an opening bid may be.&lt;br /&gt;
* &#039;&#039;&#039;Minimum increase&#039;&#039;&#039; — the smallest amount by which a new bid must exceed the current high bid.&lt;br /&gt;
* &#039;&#039;&#039;Plot image&#039;&#039;&#039; — a photograph of the plot and/or its information sign.&lt;br /&gt;
* &#039;&#039;&#039;End time&#039;&#039;&#039; — a numerical duration measured from the most recent eligible bid (for example, &amp;quot;24 hours after the last eligible bid&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;buyout price&#039;&#039;&#039; is optional. If one is offered, it must be stated in the original listing and may not be added, removed, or changed afterward — including when live bidding approaches it.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
&lt;br /&gt;
* All bids are denominated in Prosperity Dollars and are &#039;&#039;&#039;legally binding&#039;&#039;&#039;. A bidder is obligated to honor any bid they place.&lt;br /&gt;
* Bids may not be modified or withdrawn once placed.&lt;br /&gt;
* A bidder may raise their &#039;&#039;&#039;own&#039;&#039;&#039; leading bid only &#039;&#039;&#039;once&#039;&#039;&#039; per auction. Any further attempt to raise their own leading bid is invalid.&lt;br /&gt;
* A bidder may not bid more than the funds available in their personal, company, or bank balance.&lt;br /&gt;
* If a bid is funded from anything other than the bidder&#039;s personal balance (a company, a bank, or another source), the bidder must &#039;&#039;&#039;state the source of funds&#039;&#039;&#039;. The Department reserves the right to privately request proof of funds.&lt;br /&gt;
&lt;br /&gt;
The recommended bid format is:&lt;br /&gt;
&lt;br /&gt;
: Bid: $0 (source of funds)&lt;br /&gt;
&lt;br /&gt;
== Winning and payment ==&lt;br /&gt;
&lt;br /&gt;
* The highest eligible bid at the close of the auction wins.&lt;br /&gt;
* If a winning bidder&#039;s balance falls below their bid amount by the time the auction closes, the next-highest eligible bid becomes the default winner.&lt;br /&gt;
* If a winning bidder is removed from, or leaves, ProsperitySMP before the plot is transferred, the next-highest eligible bid becomes the default winner.&lt;br /&gt;
* Payment is due at the close of the auction. A non-payment dispute (by either party) may be resolved by opening a support ticket with evidence — whether a winner fails to pay, or an auctioneer withholds a won plot.&lt;br /&gt;
&lt;br /&gt;
== Conduct ==&lt;br /&gt;
&lt;br /&gt;
Neither auctioneers nor bidders may act to divert attention away from a bid. Prohibited conduct includes:&lt;br /&gt;
&lt;br /&gt;
* Commenting negatively on the starting price.&lt;br /&gt;
* Commenting negatively on the plot&#039;s rarity, or lack thereof.&lt;br /&gt;
* Commenting negatively on the plot&#039;s utility, or lack thereof.&lt;br /&gt;
* Advertising one&#039;s own bid or business in another auction&#039;s channel.&lt;br /&gt;
* Holding general conversation within a bidding channel.&lt;br /&gt;
&lt;br /&gt;
== Government authority ==&lt;br /&gt;
&lt;br /&gt;
* An auctioneer may rescind an auction &#039;&#039;&#039;only&#039;&#039;&#039; while it has received no bids.&lt;br /&gt;
* The Department reserves the right to terminate any auction at any time, for any reason.&lt;br /&gt;
* The Department reserves the right to restrict any individual&#039;s ability to participate in auctions.&lt;br /&gt;
* These authorities also apply to eviction auctions.&lt;br /&gt;
&lt;br /&gt;
== Agreement ==&lt;br /&gt;
&lt;br /&gt;
By participating in any auction, you agree to the terms of, and to be bound by, this Auction Policy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Government]]&lt;br /&gt;
[[Category:Policy]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.js&amp;diff=59</id>
		<title>MediaWiki:Common.js</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.js&amp;diff=59"/>
		<updated>2026-05-27T19:00:29Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Auto-open sidebar drawer on desktop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Auto-open Citizen sidebar drawer on desktop */&lt;br /&gt;
(function() {&lt;br /&gt;
    if (window.innerWidth &amp;lt; 1200) return;&lt;br /&gt;
&lt;br /&gt;
    function openDrawer() {&lt;br /&gt;
        var toggle = document.getElementById(&#039;citizen-drawer-toggle&#039;);&lt;br /&gt;
        if (toggle &amp;amp;&amp;amp; !toggle.checked) {&lt;br /&gt;
            toggle.checked = true;&lt;br /&gt;
            toggle.dispatchEvent(new Event(&#039;change&#039;, { bubbles: true }));&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    if (document.readyState === &#039;loading&#039;) {&lt;br /&gt;
        document.addEventListener(&#039;DOMContentLoaded&#039;, openDrawer);&lt;br /&gt;
    } else {&lt;br /&gt;
        openDrawer();&lt;br /&gt;
    }&lt;br /&gt;
})();&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.css&amp;diff=58</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.css&amp;diff=58"/>
		<updated>2026-05-27T17:47:39Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* empty */&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.css&amp;diff=56</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.css&amp;diff=56"/>
		<updated>2026-05-27T17:46:34Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Dark theme + modern styling for Vector-2022&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Prosperity SMP Wiki — dark theme for Vector-2022 */&lt;br /&gt;
&lt;br /&gt;
/* Dark background */&lt;br /&gt;
body, .mw-page-container {&lt;br /&gt;
    background-color: #0f0f1a !important;&lt;br /&gt;
    color: #e0e0e0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-header-container,&lt;br /&gt;
.mw-header {&lt;br /&gt;
    background-color: #0f0f1a !important;&lt;br /&gt;
    border-bottom: 1px solid rgba(226, 183, 20, 0.15);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Content area */&lt;br /&gt;
.mw-body, .mw-body-content, .vector-body {&lt;br /&gt;
    background-color: #141425 !important;&lt;br /&gt;
    color: #e0e0e0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output {&lt;br /&gt;
    color: #e0e0e0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sidebar */&lt;br /&gt;
.vector-column-start .vector-main-menu,&lt;br /&gt;
.vector-sidebar,&lt;br /&gt;
.mw-sidebar-container,&lt;br /&gt;
nav.vector-main-menu-container {&lt;br /&gt;
    background-color: #0f0f1a !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-main-menu .vector-menu-heading,&lt;br /&gt;
.sidebar-heading,&lt;br /&gt;
.vector-menu-heading {&lt;br /&gt;
    color: #e2b714 !important;&lt;br /&gt;
    font-weight: 600;&lt;br /&gt;
    text-transform: uppercase;&lt;br /&gt;
    font-size: 0.8rem;&lt;br /&gt;
    letter-spacing: 0.04em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sidebar links */&lt;br /&gt;
.mw-sidebar a, .vector-main-menu a,&lt;br /&gt;
nav.vector-main-menu-container a,&lt;br /&gt;
.vector-column-start a {&lt;br /&gt;
    color: #b0b0c0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-sidebar a:hover, .vector-main-menu a:hover,&lt;br /&gt;
nav.vector-main-menu-container a:hover,&lt;br /&gt;
.vector-column-start a:hover {&lt;br /&gt;
    color: #e2b714 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Links */&lt;br /&gt;
.mw-body a, .mw-body-content a {&lt;br /&gt;
    color: #6ba4e8 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body a:hover {&lt;br /&gt;
    color: #e2b714 !important;&lt;br /&gt;
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/* Headings */&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.mw-page-title-main, #firstHeading {&lt;br /&gt;
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&lt;br /&gt;
.wikitable th {&lt;br /&gt;
    background-color: #1e1e36 !important;&lt;br /&gt;
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/* Code blocks */&lt;br /&gt;
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/* Search */&lt;br /&gt;
.vector-search-box input,&lt;br /&gt;
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.vector-tabs .mw-list-item a,&lt;br /&gt;
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.vector-tabs .mw-list-item.selected a,&lt;br /&gt;
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/* TOC */&lt;br /&gt;
.toc, .toccolours {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Category links */&lt;br /&gt;
.catlinks {&lt;br /&gt;
    background-color: #1a1a2e !important;&lt;br /&gt;
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&lt;br /&gt;
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    background-color: #1a1a2e;&lt;br /&gt;
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    padding: 0.5em 1em;&lt;br /&gt;
    margin: 1em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* User menu / personal tools */&lt;br /&gt;
.vector-user-links, .vector-menu-content {&lt;br /&gt;
    background-color: #0f0f1a !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.css&amp;diff=55</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Common.css&amp;diff=55"/>
		<updated>2026-05-27T17:44:59Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Force sidebar always visible on desktop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Force Citizen sidebar drawer to always be visible on desktop */&lt;br /&gt;
@media (min-width: 1200px) {&lt;br /&gt;
    /* Make the header wider to accommodate the always-open drawer */&lt;br /&gt;
    .citizen-header {&lt;br /&gt;
        width: 280px !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /* Force the drawer to always be visible */&lt;br /&gt;
    .citizen-drawer {&lt;br /&gt;
        display: block !important;&lt;br /&gt;
        visibility: visible !important;&lt;br /&gt;
        opacity: 1 !important;&lt;br /&gt;
        position: static !important;&lt;br /&gt;
        transform: none !important;&lt;br /&gt;
        height: auto !important;&lt;br /&gt;
        overflow: visible !important;&lt;br /&gt;
        pointer-events: auto !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .citizen-drawer .citizen-dropdown__content {&lt;br /&gt;
        display: block !important;&lt;br /&gt;
        visibility: visible !important;&lt;br /&gt;
        opacity: 1 !important;&lt;br /&gt;
        position: static !important;&lt;br /&gt;
        transform: none !important;&lt;br /&gt;
        max-height: none !important;&lt;br /&gt;
        overflow: visible !important;&lt;br /&gt;
        pointer-events: auto !important;&lt;br /&gt;
        box-shadow: none !important;&lt;br /&gt;
        border: none !important;&lt;br /&gt;
        background: transparent !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .citizen-drawer__card {&lt;br /&gt;
        display: block !important;&lt;br /&gt;
        visibility: visible !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /* Push page content to the right to make room */&lt;br /&gt;
    .citizen-body {&lt;br /&gt;
        margin-left: 280px !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /* Hide the hamburger toggle since drawer is always open */&lt;br /&gt;
    .citizen-drawer &amp;gt; .citizen-dropdown__trigger {&lt;br /&gt;
        display: none !important;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /* Style the always-visible sidebar */&lt;br /&gt;
    .citizen-drawer .citizen-menu__heading {&lt;br /&gt;
        font-weight: 600;&lt;br /&gt;
        text-transform: uppercase;&lt;br /&gt;
        font-size: 0.75rem;&lt;br /&gt;
        letter-spacing: 0.05em;&lt;br /&gt;
        opacity: 0.7;&lt;br /&gt;
        margin-top: 1rem;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .citizen-drawer .citizen-menu__content a {&lt;br /&gt;
        padding: 4px 0;&lt;br /&gt;
        display: block;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Sidebar&amp;diff=54</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Sidebar&amp;diff=54"/>
		<updated>2026-05-27T16:59:53Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add Systems section with MPE + CPI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** Main_Page|Home&lt;br /&gt;
** Getting started|Getting started&lt;br /&gt;
** Economy|Economy&lt;br /&gt;
** Commands|Commands&lt;br /&gt;
** Frequently asked questions|FAQ&lt;br /&gt;
* Jobs&lt;br /&gt;
** Jobs|Overview&lt;br /&gt;
** Miner|Miner&lt;br /&gt;
** Farmer|Farmer&lt;br /&gt;
** Builder|Builder&lt;br /&gt;
** Woodcutter|Woodcutter&lt;br /&gt;
** Hunter|Hunter&lt;br /&gt;
** Fisherman|Fisherman&lt;br /&gt;
* Progression&lt;br /&gt;
** Skill trees|Skill trees&lt;br /&gt;
** Prestige|Prestige&lt;br /&gt;
** Drills and harvesters|Drills &amp;amp; harvesters&lt;br /&gt;
** Master Smith|Master Smith&lt;br /&gt;
** Crates|Crates&lt;br /&gt;
** Titles|Titles&lt;br /&gt;
* Economy systems&lt;br /&gt;
** Consumer Price Index|CPI&lt;br /&gt;
** Monetary policy engine|Policy engine&lt;br /&gt;
** Simulated ChestShop|Sim Shop&lt;br /&gt;
** Stipends|Stipends&lt;br /&gt;
* Land &amp;amp; rules&lt;br /&gt;
** Real estate|Real estate&lt;br /&gt;
** Zoning regulations|Zoning&lt;br /&gt;
** Contracts|Contracts&lt;br /&gt;
** Server rules|Rules&lt;br /&gt;
* Plugins&lt;br /&gt;
** ChestShop|ChestShop&lt;br /&gt;
** Admin shop|Admin shop&lt;br /&gt;
** Essentials|Essentials&lt;br /&gt;
** BOLT|BOLT&lt;br /&gt;
** Simple Voice Chat|Voice chat&lt;br /&gt;
** CoreProtect|CoreProtect&lt;br /&gt;
** Plot rental|Plot rental&lt;br /&gt;
** Bedrock setup|Bedrock&lt;br /&gt;
* community&lt;br /&gt;
** Lore|World lore&lt;br /&gt;
** Trading|Trading guide&lt;br /&gt;
** Resource world|Resource world&lt;br /&gt;
** Special:RecentChanges|Recent changes&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Consumer_Price_Index&amp;diff=53</id>
		<title>Consumer Price Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Consumer_Price_Index&amp;diff=53"/>
		<updated>2026-05-27T16:59:39Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Audit corrections from locked spec&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Consumer Price Index&#039;&#039;&#039; (CPI) is a custom-built price tracking system on Prosperity SMP. It measures the cost of a fixed basket of goods using real player-to-player trade data, producing a single index number that represents the overall price level. The CPI feeds directly into the [[Monetary policy engine]] and is reported weekly via Discord.&lt;br /&gt;
&lt;br /&gt;
== What it measures ==&lt;br /&gt;
The CPI tracks the price of a weighted basket of 27 common items. It answers: are things getting more or less expensive?&lt;br /&gt;
&lt;br /&gt;
A rising CPI means inflation. A falling CPI means deflation. A stable CPI means equilibrium.&lt;br /&gt;
&lt;br /&gt;
== Basket composition ==&lt;br /&gt;
The policy basket is weighted toward everyday staples, not luxury items:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Weight !! Key items&lt;br /&gt;
|-&lt;br /&gt;
| Building materials || 20% || Cobblestone, stone, deepslate, logs, planks, sand, glass&lt;br /&gt;
|-&lt;br /&gt;
| Basic inputs || 30% || Iron ingot (12%), coal (6%), copper (4%), gold (4%), redstone (4%)&lt;br /&gt;
|-&lt;br /&gt;
| Food and farming || 20% || Wheat, potato, carrot, cooked meats, sugar cane&lt;br /&gt;
|-&lt;br /&gt;
| Utility consumables || 15% || Arrow, torch, firework rocket, lapis lazuli&lt;br /&gt;
|-&lt;br /&gt;
| Premium commodities || 15% || Diamond (8%), emerald (3%), netherite scrap (4%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Diamond is weighted at 8%, not higher — the basket is deliberately tilted toward staples so a few large diamond trades cannot distort the signal.&lt;br /&gt;
&lt;br /&gt;
== Index formula ==&lt;br /&gt;
The CPI uses a &#039;&#039;&#039;winsorized geometric mean&#039;&#039;&#039;, the same approach used by real-world national statistics offices:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;P = exp( SUM of weight_i x ln(price_i_trimmed) )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each item&#039;s observed unit prices are sorted, then the top and bottom 10% are clamped (winsorized) before the geometric mean is computed. This prevents a single outlier trade from skewing the index.&lt;br /&gt;
&lt;br /&gt;
== Data source ==&lt;br /&gt;
The CPI is computed from &#039;&#039;&#039;completed, non-simulated, player-to-player&#039;&#039;&#039; [[ChestShop]] transactions only:&lt;br /&gt;
&lt;br /&gt;
* Only real trades count. [[Simulated ChestShop]] activity is tagged &amp;lt;code&amp;gt;simulated: true&amp;lt;/code&amp;gt; and excluded.&lt;br /&gt;
* Only completed sales count, not listed prices.&lt;br /&gt;
* Rolling 7-day window.&lt;br /&gt;
&lt;br /&gt;
This separation prevents a feedback loop where [[Simulated ChestShop|Sim Shop]] activity inflates CPI, which causes the Sim Shop to adjust prices upward, which inflates CPI further.&lt;br /&gt;
&lt;br /&gt;
== Manipulation defenses ==&lt;br /&gt;
&lt;br /&gt;
=== Depth gates ===&lt;br /&gt;
An item is excluded from the policy basket unless it meets all three thresholds:&lt;br /&gt;
* 10+ transactions in the 7-day window&lt;br /&gt;
* 3+ unique buyers&lt;br /&gt;
* 3+ unique sellers&lt;br /&gt;
&lt;br /&gt;
Items below these thresholds still appear in &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; with a low-confidence flag but do not influence the engine.&lt;br /&gt;
&lt;br /&gt;
=== Rate-of-change clamp ===&lt;br /&gt;
No single item can move more than 8% per week. Excess movement is dampened.&lt;br /&gt;
&lt;br /&gt;
=== Manipulation risk score ===&lt;br /&gt;
Each item receives a composite score from five equally-weighted factors:&lt;br /&gt;
# Low transaction count&lt;br /&gt;
# Low buyer diversity&lt;br /&gt;
# Low seller diversity&lt;br /&gt;
# Account concentration (one account over 60% of volume)&lt;br /&gt;
# Category outlier (item moved more than 2 standard deviations from its category)&lt;br /&gt;
&lt;br /&gt;
When risk exceeds 0.5, upward price moves are partially dampened while downward moves are trusted. This reflects that most MC economy manipulation is bullish.&lt;br /&gt;
&lt;br /&gt;
=== Median lag ===&lt;br /&gt;
The [[Simulated ChestShop]] reads a CPI snapshot &#039;&#039;&#039;7 days old&#039;&#039;&#039;, not current. A manipulator would need to sustain artificial prices for over a week — expensive and risky.&lt;br /&gt;
&lt;br /&gt;
== Per-item confidence ==&lt;br /&gt;
Each basket item receives its own confidence score based on transaction depth and participant diversity:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;confidence = sqrt(depth_score x diversity_score)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Items with low confidence contribute less to the overall index.&lt;br /&gt;
&lt;br /&gt;
== Player-facing: /market ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Shows&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; || Top 10 items by 7-day trading volume&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/market &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; || Median price, fair range (25th-75th percentile), volume, category&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; command shows real player data only. It does &#039;&#039;&#039;not&#039;&#039;&#039; reveal Sim Shop buy prices, CentralBank balance, or engine state.&lt;br /&gt;
&lt;br /&gt;
== Weekly Discord report ==&lt;br /&gt;
Every Monday, an automated report posts to Discord showing total turnover, top items by value, and per-item medians. Same data pipeline as the policy CPI but formatted as a public summary.&lt;br /&gt;
&lt;br /&gt;
== Commodity index ==&lt;br /&gt;
Separately from the policy CPI, the system computes a &#039;&#039;&#039;commodity index&#039;&#039;&#039; tracking premium items (diamond, gold, netherite, emerald). This is dashboard-only and does not influence the [[Monetary policy engine]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Monetary policy engine]] — consumes the CPI for recommendations&lt;br /&gt;
* [[Economy]] — how money flows through the server&lt;br /&gt;
* [[Simulated ChestShop]] — excluded from CPI by design&lt;br /&gt;
* [[Trading]] — how trading works&lt;br /&gt;
* [[ChestShop]] — the shop system generating CPI data&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Monetary_policy_engine&amp;diff=52</id>
		<title>Monetary policy engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Monetary_policy_engine&amp;diff=52"/>
		<updated>2026-05-27T16:57:21Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Rewrite from locked v2 spec + deployed code audit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;monetary policy engine&#039;&#039;&#039; is a custom-built automated economic management system developed specifically for Prosperity SMP. It tracks every dollar created and destroyed on the server, decomposes the money supply into policy-relevant buckets, computes a real-time inflation signal from the [[Consumer Price Index]], and generates advisory recommendations to maintain a healthy economy. The entire system — from event capture to controller logic — was purpose-built for this server.&lt;br /&gt;
&lt;br /&gt;
== Design philosophy ==&lt;br /&gt;
Real-world central banks use the relationship between money supply, spending velocity, prices, and output to guide policy. The Prosperity SMP engine draws on the same principles but takes a deliberately simpler approach: rather than trying to estimate all four variables (which is unreliable with a small player base), it &#039;&#039;&#039;directly observes price changes&#039;&#039;&#039; through the [[Consumer Price Index|CPI]] and reacts proportionally.&lt;br /&gt;
&lt;br /&gt;
The engine was designed through a five-round iterative critique between two AI systems (Claude and ChatGPT). The original v1 draft attempted to directly compute inflation pressure from money supply growth minus output growth. This was rejected during the critique — velocity and output are too noisy with 10-15 players. The v2 design watches CPI directly and uses money supply data for dashboard diagnostics rather than direct control.&lt;br /&gt;
&lt;br /&gt;
== Architecture ==&lt;br /&gt;
The system operates across two custom-built layers.&lt;br /&gt;
&lt;br /&gt;
=== Skript capture layer (Minecraft server) ===&lt;br /&gt;
Three custom Skript files capture every money flow event in real time:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;treasury-grant.sk&#039;&#039;&#039; — a single entry point for all money creation. Every script that pays a player routes through this wrapper, ensuring nothing enters circulation untracked.&lt;br /&gt;
* &#039;&#039;&#039;money-supply.sk&#039;&#039;&#039; — classifies every Vault transaction into a five-category taxonomy, computes money supply decomposition with exponential activity decay, runs stock-flow reconciliation, and exports JSON snapshots every 5 minutes.&lt;br /&gt;
* &#039;&#039;&#039;cpi-basket.sk&#039;&#039;&#039; — computes a winsorized geometric mean [[Consumer Price Index]] from real player-to-player trade data, with manipulation defenses and per-item confidence scoring.&lt;br /&gt;
&lt;br /&gt;
=== Admin Hub controller layer (TypeScript) ===&lt;br /&gt;
A custom module in the Next.js Admin Hub ingests the Skript-exported JSON and runs the policy controller:&lt;br /&gt;
&lt;br /&gt;
* Loads current money supply, CPI, lagged CPI, reconciliation state, and money flow events&lt;br /&gt;
* Computes the inflation gap (observed CPI growth vs target)&lt;br /&gt;
* Evaluates a confidence score from four data quality components&lt;br /&gt;
* Applies a proportional controller with locked safety bounds&lt;br /&gt;
* Aggregates source-flow ratios (sink intensity, bank drain, job faucet)&lt;br /&gt;
* Generates a recommendation with reasoning trace and uncertainty band&lt;br /&gt;
* Persists an hourly audit log for historical analysis&lt;br /&gt;
&lt;br /&gt;
== Event taxonomy ==&lt;br /&gt;
Every balance change on the server is classified into exactly one of five categories:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Definition !! Effect on total supply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CREATE&#039;&#039;&#039; || Money appears from nowhere (job wages, contract rewards, crate cash, /eco give) || Increases supply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DESTROY&#039;&#039;&#039; || Money disappears (admin shop purchases, fees, /eco take) || Decreases supply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TRANSFER_TO_PUBLIC&#039;&#039;&#039; || System pays player ([[Simulated ChestShop|Sim Shop]] payouts) || No change&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TRANSFER_FROM_PUBLIC&#039;&#039;&#039; || Player pays system (rent to system landlord) || No change&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TRANSFER_PRIVATE&#039;&#039;&#039; || Player pays player ([[ChestShop]] sales, /pay) || No change&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Currently tracked sources: Jobs payouts, /eco give and /eco take, [[Contracts|civic contract]] rewards, [[Simulated ChestShop]] payouts, and [[Admin shop]] (EconomyShopGUI) transactions. All hooks are live and producing data.&lt;br /&gt;
&lt;br /&gt;
== Money supply decomposition ==&lt;br /&gt;
The engine decomposes total money into three buckets with different policy relevance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bucket !! What it contains !! Why it matters&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;M_active&#039;&#039;&#039; || Balances of players who logged in within 14 days, weighted by exponential decay || Money actively chasing goods — the primary inflation-relevant pool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;M_dormant&#039;&#039;&#039; || Balances of inactive players || Not circulating; a returning player creates a &amp;quot;liquidity shock&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;M_reserve&#039;&#039;&#039; || CentralBank and system accounts || Sterilized reserve — only enters circulation when disbursed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The effective supply formula:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;M_effective = M_active + (0.20 x M_dormant) + (lambda x M_reserve)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where lambda estimates how much reserve money will enter circulation in the next 7 days. The activity decay uses:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;weight = max(0.05, e^(-days_since_login / 14))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This decomposition appears on the Admin Hub dashboard. The controller itself uses CPI data (not M directly) for recommendations — M decomposition is a diagnostic signal for admins, not a control input in v1.&lt;br /&gt;
&lt;br /&gt;
== Stock-flow reconciliation ==&lt;br /&gt;
An hourly integrity check ensures tracked events match reality:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Change in M_total = SUM of CREATE events - SUM of DESTROY events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the observed total diverges from the predicted total by more than 2%, the engine disables all recommendations. This is the &amp;quot;hard gate&amp;quot; — it prevents acting on bad data. As of deploy, reconciliation passes consistently with error under 0.01%.&lt;br /&gt;
&lt;br /&gt;
== Controller: the actual formula ==&lt;br /&gt;
The v1 controller is a &#039;&#039;&#039;CPI-gap proportional controller&#039;&#039;&#039;. It directly observes price changes and reacts:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;gap = (current_basket_index / lagged_7d_basket_index) - 1 - target_growth&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;new_multiplier = old_multiplier x (1 - confidence x 0.20 x gap)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In words: the engine computes how fast the CPI basket is growing relative to the admin-set target (+0.5% per week default). If prices are rising too fast, it recommends lowering the Sim Shop multiplier. If too slow, it recommends raising it. The magnitude is scaled by data confidence.&lt;br /&gt;
&lt;br /&gt;
=== Locked constants ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| K_p || 0.20 || Proportional gain (intentionally conservative — actuator response is unknown)&lt;br /&gt;
|-&lt;br /&gt;
| Target growth || +0.5%/week || Default healthy inflation rate&lt;br /&gt;
|-&lt;br /&gt;
| Dead-band || +/- 0.3% || Below this gap magnitude, engine outputs NO_OP&lt;br /&gt;
|-&lt;br /&gt;
| Max weekly change || +/- 5% || Hard clamp on multiplier movement per week&lt;br /&gt;
|-&lt;br /&gt;
| Multiplier bounds || 0.7 to 1.3 || Absolute floor and ceiling&lt;br /&gt;
|-&lt;br /&gt;
| Min confidence (display) || 0.30 || Below this, recommendations are suppressed&lt;br /&gt;
|-&lt;br /&gt;
| Min confidence (auto-apply) || 0.70 || v2 auto-apply threshold (not active in v1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Why proportional-only ===&lt;br /&gt;
The spec includes provisions for adding derivative (D) and integral (I) control terms later, forming a full PID controller. These are deferred because:&lt;br /&gt;
* The D term requires smoothed historical data (EWMA, not yet accumulated — needs ~14 days)&lt;br /&gt;
* The I term can accumulate error during bad-data periods and needs anti-windup&lt;br /&gt;
* The actuator gain (how much multiplier change produces how much CPI change) is unknown until perturbation experiments run at day 30+&lt;br /&gt;
&lt;br /&gt;
v1 ships the simplest controller that makes correct directional decisions. More sophisticated control is a future upgrade backed by accumulated data.&lt;br /&gt;
&lt;br /&gt;
== Confidence scoring ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Measures !! Maximum when&lt;br /&gt;
|-&lt;br /&gt;
| Basket coverage || Fraction of CPI basket items with valid trade data || All items pass depth gates&lt;br /&gt;
|-&lt;br /&gt;
| Sample depth || Average transactions per basket item || 50+ transactions per item&lt;br /&gt;
|-&lt;br /&gt;
| Diversity || Unique buyers + sellers across basket || 8+ unique participants&lt;br /&gt;
|-&lt;br /&gt;
| Maturity || Days since server deploy || 90+ days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;confidence = (coverage x depth x diversity x maturity) ^ (1/4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The geometric mean ensures all four components must be healthy. Each is floored at 0.1 to prevent any single zero from killing the score entirely.&lt;br /&gt;
&lt;br /&gt;
== NO_OP conditions ==&lt;br /&gt;
The engine outputs &amp;quot;no action&amp;quot; when any of:&lt;br /&gt;
&lt;br /&gt;
# Confidence below 0.30&lt;br /&gt;
# Gap within dead-band (+/- 0.3%)&lt;br /&gt;
# Reconciliation failing (hard gate)&lt;br /&gt;
# Fewer than 5 active players in 7 days&lt;br /&gt;
# Previous action not yet observed (one-week cooldown)&lt;br /&gt;
# New-player spike (3+ new players in 48 hours)&lt;br /&gt;
# Within first 14 days of operation (Phase A bootstrap)&lt;br /&gt;
&lt;br /&gt;
NO_OP is the &#039;&#039;&#039;most common output&#039;&#039;&#039; on a young server. The engine is designed to be cautious — doing nothing is better than acting on insufficient data.&lt;br /&gt;
&lt;br /&gt;
== Bootstrap schedule ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Period !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
| Day 0-14 || Advisory disabled. Dashboards live. Data collection running.&lt;br /&gt;
|-&lt;br /&gt;
| Day 14-30 || Advisory enabled with confidence scaling. No auto-apply.&lt;br /&gt;
|-&lt;br /&gt;
| Day 30-90 || Category-level perturbation experiments to measure actuator response.&lt;br /&gt;
|-&lt;br /&gt;
| Day 90+ || Auto-apply eligible if confidence sustained above 0.70.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source-flow ratios ==&lt;br /&gt;
The controller also computes diagnostic ratios displayed on the Admin Hub:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ratio !! Formula !! What it tells admins&lt;br /&gt;
|-&lt;br /&gt;
| sink_ratio || (DESTROY + TRANSFER_FROM_PUBLIC) / M_active || How fast money leaves active circulation&lt;br /&gt;
|-&lt;br /&gt;
| bank_drain_ratio || TRANSFER_TO_PUBLIC / M_active || How fast the bank injects liquidity&lt;br /&gt;
|-&lt;br /&gt;
| jobs_faucet_ratio || CREATE from Jobs / M_active || Job wage intensity vs the active money pool&lt;br /&gt;
|-&lt;br /&gt;
| net supply change || CREATE - DESTROY over 7 days || Bottom-line money supply movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Design lineage ==&lt;br /&gt;
The engine spec was refined through five rounds of Claude/ChatGPT iterative critique, correcting three material flaws in the original v1 draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;CentralBank counted as active money&#039;&#039;&#039; — corrected to sterilized reserve with lambda-weighted disbursement forecast&lt;br /&gt;
# &#039;&#039;&#039;Policy response was inverted&#039;&#039;&#039; — the v1 draft raised the inflation target during high pressure (accommodation); corrected to proportional tightening toward a fixed target&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;Deflation via fewer purchases&amp;quot; was mislabeled&#039;&#039;&#039; — reducing the faucet slows growth (disinflation) but does not contract existing supply (real deflation requires sinks)&lt;br /&gt;
&lt;br /&gt;
The locked v2 spec is maintained in the server&#039;s internal documentation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Consumer Price Index]] — the CPI basket the engine observes&lt;br /&gt;
* [[Economy]] — how money flows through the server&lt;br /&gt;
* [[Simulated ChestShop]] — the custom market activity system&lt;br /&gt;
* [[Admin shop]] — server-run shop (a money sink)&lt;br /&gt;
* [[Prestige]] — endgame money sink at scale&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Simulated_ChestShop&amp;diff=51</id>
		<title>Simulated ChestShop</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Simulated_ChestShop&amp;diff=51"/>
		<updated>2026-05-27T15:19:45Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Note custom-built plugin + link to engine pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Simulated ChestShop&#039;&#039;&#039; is a custom-built automated market activity engine developed specifically for Prosperity SMP. Unlike off-the-shelf plugins, it was designed from scratch to integrate with the server&#039;s [[Consumer Price Index|CPI tracking]], [[Monetary policy engine|monetary policy engine]], and [[Economy|economic dashboard]]. It creates background buying activity at player-owned [[ChestShop]] signs, ensuring shops see traffic even during low-population hours.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
At low player counts, player shops can sit idle for hours. This discourages players from setting up shops, which weakens the [[Economy|player-driven economy]]. The Simulated ChestShop solves this by having a server-managed bank account (CentralBank) purchase items from player shops at fair market prices.&lt;br /&gt;
&lt;br /&gt;
The system &#039;&#039;&#039;only buys&#039;&#039;&#039; — it does not sell items to players. It is a pure liquidity injection from the CentralBank reserve into player hands.&lt;br /&gt;
&lt;br /&gt;
== Custom development ==&lt;br /&gt;
The Simulated ChestShop was purpose-built as a Skript plugin (sim-chestshop.sk) rather than using an existing solution. This allows deep integration with the server&#039;s other custom systems:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Consumer Price Index|CPI]] awareness&#039;&#039;&#039; — the system reads real market prices to determine fair buy values, and its own transactions are excluded from CPI calculations to prevent feedback loops.&lt;br /&gt;
* &#039;&#039;&#039;[[Monetary policy engine]] integration&#039;&#039;&#039; — every bank-to-player payout is classified as a TRANSFER_TO_PUBLIC event, feeding the engine&#039;s source-flow ratio analysis.&lt;br /&gt;
* &#039;&#039;&#039;Demand governor&#039;&#039;&#039; — an adaptive controller that adjusts buying intensity based on time of day, player count, real buyer activity, and bank health. The system backs off when real buyers are active and fills in when the market is quiet.&lt;br /&gt;
* &#039;&#039;&#039;Per-shop persona system&#039;&#039;&#039; — transactions use randomized buyer names in logs for natural appearance.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
# The system maintains a shopping list of approximately 130 common items with internal maximum buy prices.&lt;br /&gt;
# Every few minutes, it scans active player [[ChestShop]] signs for eligible items.&lt;br /&gt;
# If a shop sells an item on the list at or below the max price, the system may purchase.&lt;br /&gt;
# The shop owner receives payment to their balance, identical to a normal sale.&lt;br /&gt;
# Purchased items are removed from the chest (the bank does not stockpile).&lt;br /&gt;
&lt;br /&gt;
From the shop owner&#039;s perspective, the transaction looks identical to a real player purchase.&lt;br /&gt;
&lt;br /&gt;
== What the system buys ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Mining || Cobblestone, stone, deepslate, iron ingot, gold ingot, diamond, coal, redstone, lapis, copper&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Oak log, spruce log, birch log, planks&lt;br /&gt;
|-&lt;br /&gt;
| Farming || Wheat, carrots, potatoes, sugar cane, melon, pumpkin&lt;br /&gt;
|-&lt;br /&gt;
| Food || Cooked beef, cooked chicken, bread&lt;br /&gt;
|-&lt;br /&gt;
| Building || Glass, bricks, sand, gravel&lt;br /&gt;
|-&lt;br /&gt;
| Mob drops || String, gunpowder, bones, leather, feathers&lt;br /&gt;
|-&lt;br /&gt;
| Nether/End || Quartz, glowstone, chorus fruit, blaze rod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items the system will NOT buy ===&lt;br /&gt;
Beacons, totems of undying, ender pearls, shulker boxes, elytra, mob spawners, and other high-value or exploit-prone items.&lt;br /&gt;
&lt;br /&gt;
== Demand controls ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Control !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Daily spending cap || Bank stops buying after a server-wide daily limit&lt;br /&gt;
|-&lt;br /&gt;
| Per-owner cap || No single shop owner receives more than a set share of the daily budget&lt;br /&gt;
|-&lt;br /&gt;
| Per-shop cooldown || Waits between purchases from the same shop&lt;br /&gt;
|-&lt;br /&gt;
| Intensity profiles || Activity scales with server population and time of day&lt;br /&gt;
|-&lt;br /&gt;
| Bank floor || Stops all activity if the CentralBank balance drops below a safety threshold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy integration ==&lt;br /&gt;
The system is tightly integrated with the server&#039;s custom economic infrastructure:&lt;br /&gt;
&lt;br /&gt;
* Transactions are flagged &amp;lt;code&amp;gt;simulated: true&amp;lt;/code&amp;gt; in the transaction log.&lt;br /&gt;
* The [[Consumer Price Index|CPI]] &#039;&#039;&#039;excludes&#039;&#039;&#039; simulated transactions — it reflects real player prices only.&lt;br /&gt;
* The [[Monetary policy engine]] classifies payouts as transfers from reserve, not new money creation.&lt;br /&gt;
* A 7-day lagged CPI snapshot prevents the system from chasing its own price signal.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
The system is intentionally invisible to players:&lt;br /&gt;
* No command reveals bank buy prices or the shopping list.&lt;br /&gt;
* The [[Economy|/market command]] shows real player data only.&lt;br /&gt;
* Shop owners cannot distinguish simulated purchases from real ones.&lt;br /&gt;
&lt;br /&gt;
== Admin commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop status&amp;lt;/code&amp;gt; || Bank balance, daily spend, pause state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop pause&amp;lt;/code&amp;gt; || Pause all activity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop resume&amp;lt;/code&amp;gt; || Resume activity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop refill &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Add funds to CentralBank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These require staff permissions.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Consumer Price Index]] — the price index (excludes simulated trades)&lt;br /&gt;
* [[Monetary policy engine]] — the inflation management system&lt;br /&gt;
* [[Economy]] — how money flows through the server&lt;br /&gt;
* [[ChestShop]] — how to create player shops&lt;br /&gt;
* [[Admin shop]] — the separate server-run shop&lt;br /&gt;
* [[Trading]] — trading methods and price discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Fisherman&amp;diff=50</id>
		<title>Fisherman</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Fisherman&amp;diff=50"/>
		<updated>2026-05-27T15:19:03Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix titles + dev notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This job page covers the core mechanics. The full [[Skill trees|skill tree]] breakdown and advanced strategies are still in development.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fisherman&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Fishermen earn wages by catching fish.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join fisherman&amp;lt;/code&amp;gt; or select Fisherman from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Fishermen earn approximately $0.30 per fish caught. All vanilla fish types qualify. Treasure catches (enchanted books, saddles, nautilus shells) do not pay wages but are valuable as loot.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice Fisherman&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice Fisherman&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite Fisherman&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master Fisherman&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master Fisherman&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary Fisherman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
The Fisherman prestige tool is a fishing rod with Luck of the Sea III, Lure III, and Unbreaking V. See [[Prestige]] for costs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Fisherman skill tree nodes&lt;br /&gt;
* [[Titles]] — title progression&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Hunter&amp;diff=49</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Hunter&amp;diff=49"/>
		<updated>2026-05-27T15:19:02Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix titles + dev notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This job page covers the core mechanics. The full [[Skill trees|skill tree]] breakdown, dungeon integration, and advanced strategies are still in development.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hunter&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Hunters earn wages by killing hostile mobs. The Hunter career path is combat-focused, designed around mob farming and future dungeon content.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join hunter&amp;lt;/code&amp;gt; or select Hunter from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Hunters earn approximately $0.50 per hostile mob killed. Pay varies slightly by mob type, with stronger mobs paying more.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary Hunter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stipends ==&lt;br /&gt;
Hunters have a 10% chance per kill to receive 2 arrows as a [[Stipends|stipend]] drop.&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
The Hunter prestige tool is a bow with Power V, Infinity, and Unbreaking V. See [[Prestige]] for costs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Hunter skill tree nodes&lt;br /&gt;
* [[Stipends]] — bonus item drops&lt;br /&gt;
* [[Titles]] — title progression&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Woodcutter&amp;diff=48</id>
		<title>Woodcutter</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Woodcutter&amp;diff=48"/>
		<updated>2026-05-27T15:19:02Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix titles + dev notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This job page covers the core mechanics. The full [[Skill trees|skill tree]] breakdown and advanced strategies are still in development.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Woodcutter&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Woodcutters earn wages by chopping logs in the [[Resource world|resource world]].&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join woodcutter&amp;lt;/code&amp;gt; or select Woodcutter from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Woodcutters earn approximately $0.025 per log chopped. All log types (oak, spruce, birch, jungle, acacia, dark oak, mangrove, cherry, bamboo) qualify.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary Woodcutter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
The Woodcutter prestige tool is a netherite axe with Efficiency V, Sharpness IV, and Unbreaking V. See [[Prestige]] for costs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Woodcutter skill tree nodes&lt;br /&gt;
* [[Titles]] — title progression&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Builder&amp;diff=47</id>
		<title>Builder</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Builder&amp;diff=47"/>
		<updated>2026-05-27T15:19:01Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix titles + dev notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This job page covers the core mechanics. The full [[Skill trees|skill tree]] breakdown and advanced strategies are still in development.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Builder&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Builders earn wages by placing blocks. Unlike other jobs, Builder income relies heavily on [[Contracts|civic contracts]] rather than per-action wages.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join builder&amp;lt;/code&amp;gt; or select Builder from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Builders earn approximately $0.015 per block placed. This is intentionally lower than other jobs because Builder income comes primarily from [[Contracts|contracts]].&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice Builder&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice Builder&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite Builder&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master Builder&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master Builder&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary Builder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Titles]] for the full title system.&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
The Builder prestige tool is a netherite shovel with Efficiency V and Unbreaking V. See [[Prestige]] for costs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Contracts]] — civic contract system (primary Builder income)&lt;br /&gt;
* [[Zoning regulations]] — building rules by plot type&lt;br /&gt;
* [[Titles]] — title progression&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Farmer&amp;diff=46</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Farmer&amp;diff=46"/>
		<updated>2026-05-27T15:17:28Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix titles + add dev notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This job page covers the core mechanics. Additional details including the full [[Skill trees|skill tree]] node breakdown and advanced strategies are still being developed.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Farmer&#039;&#039;&#039; is one of six [[Jobs&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
jobs]] on Prosperity SMP. Farmers earn wages by harvesting crops. Higher levels unlock [[Drills and harvesters&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
harvesters]] (3x3 AOE farming tools with auto-replant).&lt;br /&gt;
&lt;br /&gt;
Wages increase by 1% per level (up to +50% at level 50). See [[Jobs]] for the leveling curve.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice Farmer&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice Farmer&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite Farmer&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master Farmer&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master Farmer&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary Farmer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Titles]] for the full title system including [[Prestige|prestige titles]].&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join farmer&amp;lt;/code&amp;gt; or select Farmer from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Stipends ==&lt;br /&gt;
Farmers earn approximately $0.030 per crop harvested. All standard crops (wheat, carrots, potatoes, beetroot, melon, pumpkin, sugar cane, nether wart) qualify.&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
Harvesters are 3x3 AOE hoes purchased with &amp;lt;code&amp;gt;/buyharvester&amp;lt;/code&amp;gt;. See [[Drills and harvesters]] for pricing and mechanics.|Farmers have a 7% chance per crop harvested to receive 1 bone meal as a [[Stipends|stipend]] drop.|The Farmer prestige tool is a netherite hoe with Efficiency V and Unbreaking V, with 3x3 AOE farming and auto-replant. See [[Prestige]] for the full cost table and [[Drills and harvesters]] for tool details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Drills and harvesters]] — AOE tool mechanics&lt;br /&gt;
* [[Skill trees]] — per-job perks&lt;br /&gt;
* [[Prestige]] — prestige system&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Miner&amp;diff=45</id>
		<title>Miner</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Miner&amp;diff=45"/>
		<updated>2026-05-27T15:17:10Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix titles to Novice-&amp;gt;Legendary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Miner&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Miners earn wages by breaking stone, ores, and deepslate in the [[Resource world|resource world]]. Higher levels unlock [[Drills and harvesters|drills]] (3x3 AOE mining tools), [[Master Smith]] enchant upgrades, and access to the [[Prestige|prestige system]].&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join miner&amp;lt;/code&amp;gt; or select Miner from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Miners earn per block broken. Wages increase by 1% per level (up to +50% at level 50).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block !! Base wage&lt;br /&gt;
|-&lt;br /&gt;
| Stone, deepslate, granite, diorite, andesite || $0.035&lt;br /&gt;
|-&lt;br /&gt;
| Cobblestone || $0.025&lt;br /&gt;
|-&lt;br /&gt;
| End stone || $0.040&lt;br /&gt;
|-&lt;br /&gt;
| Coal ore || $0.040&lt;br /&gt;
|-&lt;br /&gt;
| Iron ore || $0.040&lt;br /&gt;
|-&lt;br /&gt;
| Gold ore || $0.040&lt;br /&gt;
|-&lt;br /&gt;
| Diamond ore || $0.040&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone, red sandstone || $0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Income also comes from selling materials at the [[Admin shop]] or player [[ChestShop|shops]], and from [[Contracts|civic contracts]].&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice Miner&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice Miner&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite Miner&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master Miner&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master Miner&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary Miner&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Titles]] for the full title system including [[Prestige|prestige titles]].&lt;br /&gt;
&lt;br /&gt;
== Drills ==&lt;br /&gt;
Drills are 3x3 AOE pickaxes purchased with &amp;lt;code&amp;gt;/buydrill&amp;lt;/code&amp;gt; and gated by Miner level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Name !! Level !! Price !! Base !! Enchants&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Compact Drill || 15 || $1,000 || Iron pickaxe || Efficiency III, Unbreaking IV&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Industrial Drill || 30 || $4,000 || Diamond pickaxe || Efficiency IV, Unbreaking III, Fortune I&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Apex Drill || 45 || $6,500 || Netherite pickaxe || Efficiency V, Unbreaking IV, Fortune II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Drills work only in the resource world, nether, and end. See [[Drills and harvesters]] for full mechanics.&lt;br /&gt;
&lt;br /&gt;
== Master Smith ==&lt;br /&gt;
The [[Master Smith]] is an upgrade station at the Job Center offering elevated enchant levels.&lt;br /&gt;
&lt;br /&gt;
=== Books (applied via anvil) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Book !! Gate !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Efficiency VII || [[Skill trees|Skill tree]] node (L35+) || $10,000 + 5 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Fortune V || Skill tree node (L45+) || $12,000 + 5 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Efficiency VIII || [[Prestige]] P2 (Twice-Forged) || $35,000 + 12 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fortune VI || Prestige P2 || $40,000 + 12 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Efficiency IX || Prestige P4 (Mythic) || $100,000 + 20 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Fortune VII || Prestige P4 || $120,000 + 20 diamond blocks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
Each prestige tier grants a named prestige pickaxe (Efficiency V, Fortune III, Unbreaking V on netherite). The name and color change per tier but base enchants are the same. Stat progression comes from Master Smith books.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tool name !! Master Smith unlock&lt;br /&gt;
|-&lt;br /&gt;
| P1 || Reborn Drill || Base books&lt;br /&gt;
|-&lt;br /&gt;
| P2 || Twice-Forged Drill || Tier 2 books&lt;br /&gt;
|-&lt;br /&gt;
| P3 || Thrice-Forged Drill || —&lt;br /&gt;
|-&lt;br /&gt;
| P4 || Mythic Drill || Tier 3 books&lt;br /&gt;
|-&lt;br /&gt;
| P5 || Eternal Drill || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stipends ==&lt;br /&gt;
Miners have a 20% chance per block broken to receive 1 gunpowder as a stipend drop (resource world only). See [[Stipends]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Drills and harvesters]] — full drill and harvester mechanics&lt;br /&gt;
* [[Master Smith]] — enchant upgrade station&lt;br /&gt;
* [[Skill trees]] — Miner skill tree nodes&lt;br /&gt;
* [[Prestige]] — prestige system&lt;br /&gt;
* [[Resource world]] — where to mine&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Jobs&amp;diff=44</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Jobs&amp;diff=44"/>
		<updated>2026-05-27T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix titles to Novice-&amp;gt;Legendary + add /title command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Jobs&#039;&#039;&#039; are the primary way to earn money on Prosperity SMP. The server runs six careers through the Jobs Reborn plugin, each paying wages for specific in-game actions. Players can hold one job at a time and switch freely with a 60-second cooldown.&lt;br /&gt;
&lt;br /&gt;
== Available jobs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Pays for !! Starting wage !! Key unlocks&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Breaking stone, ores, deepslate || ~$0.035/block || Drills (L15/L30/L45), Master Smith (L35+)&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Harvesting crops || ~$0.030/block || Harvesters (L15/L30/L45)&lt;br /&gt;
|-&lt;br /&gt;
| [[Builder]] || Placing blocks || ~$0.015/block || Civic contracts (primary income)&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcutter]] || Chopping logs || ~$0.025/block || Tree-felling upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Killing hostile mobs || ~$0.50/kill || Dungeon access, combat gear&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherman]] || Catching fish || ~$0.30/catch || Rod enchants, rare-fish perks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wages increase by 1% per level, up to +50% at level 50. Real income also includes item drops, [[Admin shop]] sales, [[Contracts|contracts]], and stipends.&lt;br /&gt;
&lt;br /&gt;
== How jobs work ==&lt;br /&gt;
# Run &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt; to see available jobs.&lt;br /&gt;
# Click a job to join it, or run &amp;lt;code&amp;gt;/jobs join &amp;amp;lt;name&amp;amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Perform qualifying actions to earn wages and XP.&lt;br /&gt;
# Level up to unlock new perks, [[Titles|titles]], and equipment.&lt;br /&gt;
# At level 50, you can [[Prestige|prestige]] to reset and earn permanent bonuses.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
Each level requires a fixed amount of XP. The curve is near-linear — level 50 takes approximately 50 hours of active work.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Milestone !! Approximate time&lt;br /&gt;
|-&lt;br /&gt;
| Level 10 || 2-3 hours&lt;br /&gt;
|-&lt;br /&gt;
| Level 20 || 7-10 hours&lt;br /&gt;
|-&lt;br /&gt;
| Level 30 || 18-25 hours&lt;br /&gt;
|-&lt;br /&gt;
| Level 40 || 32-40 hours&lt;br /&gt;
|-&lt;br /&gt;
| Level 50 || ~50 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
All six jobs share the same title progression. Titles display in chat and the tab list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title !! Color&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice || Gray&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice || Blue&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite || Purple&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master || Pink&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;/title &amp;amp;lt;job&amp;amp;gt;&amp;lt;/code&amp;gt; to pin a specific title, or &amp;lt;code&amp;gt;/title auto&amp;lt;/code&amp;gt; to show your highest. See [[Titles]] for details.&lt;br /&gt;
&lt;br /&gt;
[[Prestige]] titles (Reborn, Twice-Forged, Thrice-Forged, Mythic, Eternal) outrank regular titles.&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
At level 50, run &amp;lt;code&amp;gt;/prestige &amp;amp;lt;job&amp;amp;gt;&amp;lt;/code&amp;gt; to reset to level 1 with permanent bonuses. See [[Prestige]] for the full cost table.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt; || View and join available jobs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/jobs info&amp;lt;/code&amp;gt; || See your current job stats&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/jobs leave&amp;lt;/code&amp;gt; || Leave your current job&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/jobs top&amp;lt;/code&amp;gt; || Leaderboard by job level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/prestige &amp;amp;lt;job&amp;amp;gt;&amp;lt;/code&amp;gt; || Prestige a maxed job&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/title &amp;amp;lt;job&amp;amp;gt;&amp;lt;/code&amp;gt; || Pin a title to display&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Skill trees]] — per-job perk unlocks&lt;br /&gt;
* [[Contracts]] — bonus income from deliveries&lt;br /&gt;
* [[Crates]] — loot from job crates&lt;br /&gt;
* [[Titles]] — title progression details&lt;br /&gt;
* [[Drills and harvesters]] — AOE tools for Miners and Farmers&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Titles&amp;diff=43</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Titles&amp;diff=43"/>
		<updated>2026-05-27T15:16:06Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Fix title progression to match in-game (Novice-&amp;gt;Legendary)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Titles&#039;&#039;&#039; are chat prefixes that display before a player name in chat and the tab list. They are earned through [[Jobs|job leveling]] and the [[Prestige|prestige system]].&lt;br /&gt;
&lt;br /&gt;
== Job titles ==&lt;br /&gt;
Every job shares the same six-tier title progression. The title displays as the tier name followed by the job name (e.g., [Novice Miner], [Legendary Farmer]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title !! Color&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice || Gray&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Apprentice || Blue&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Elite || Purple&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Master || Pink&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Grand Master || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Legendary || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All six jobs ([[Miner]], [[Farmer]], [[Builder]], [[Woodcutter]], [[Hunter]], [[Fisherman]]) use this same progression. The title updates automatically on level-up.&lt;br /&gt;
&lt;br /&gt;
== Prestige titles ==&lt;br /&gt;
[[Prestige]] titles outrank all regular job titles. When a player prestiges, their chat prefix changes to the prestige tier name.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Title prefix !! Color !! Example&lt;br /&gt;
|-&lt;br /&gt;
| P1 || Reborn || Gold || [Reborn Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P2 || Twice-Forged || Dark purple || [Twice-Forged Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P3 || Thrice-Forged || Pink || [Thrice-Forged Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P4 || Mythic || Red || [Mythic Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P5 || Eternal || Dark red || [Eternal Miner]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Choosing a title ==&lt;br /&gt;
If you have multiple jobs or want to display a specific title:&lt;br /&gt;
* &amp;lt;code&amp;gt;/title&amp;lt;/code&amp;gt; — list your unlocked titles&lt;br /&gt;
* &amp;lt;code&amp;gt;/title &amp;amp;lt;job&amp;amp;gt;&amp;lt;/code&amp;gt; — pin a specific job title&lt;br /&gt;
* &amp;lt;code&amp;gt;/title auto&amp;lt;/code&amp;gt; — revert to showing your highest-tier title automatically&lt;br /&gt;
&lt;br /&gt;
== How titles display ==&lt;br /&gt;
Titles appear in chat messages, the tab list, and name tags above the player. The system uses LuckPerms prefixes and updates without requiring a relog.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — leveling and title unlocks&lt;br /&gt;
* [[Prestige]] — prestige tier titles&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Consumer_Price_Index&amp;diff=42</id>
		<title>Consumer Price Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Consumer_Price_Index&amp;diff=42"/>
		<updated>2026-05-27T15:15:21Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Consumer Price Index&#039;&#039;&#039; (CPI) is a custom-built price tracking system on Prosperity SMP. It measures the cost of a fixed basket of goods using real player-to-player trade data, producing a single index number that represents the overall price level of the server economy. The CPI feeds directly into the [[Monetary policy engine]] and is reported weekly to the community via Discord.&lt;br /&gt;
&lt;br /&gt;
== What the CPI measures ==&lt;br /&gt;
The CPI tracks the price of a weighted basket of 27 common items across five categories. It answers the question: &amp;quot;Are things getting more or less expensive on the server?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A rising CPI means prices are going up (inflation). A falling CPI means prices are dropping (deflation). A stable CPI means the economy is in equilibrium.&lt;br /&gt;
&lt;br /&gt;
== Basket composition ==&lt;br /&gt;
The policy CPI basket is weighted to reflect typical player spending patterns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Weight !! Items&lt;br /&gt;
|-&lt;br /&gt;
| Building materials || 20% || Cobblestone, stone, deepslate, sand, gravel, logs, planks, sandstone, glass, bricks&lt;br /&gt;
|-&lt;br /&gt;
| Basic inputs || 30% || Iron ingot (12%), coal (6%), copper ingot (4%), gold ingot (4%), redstone (4%)&lt;br /&gt;
|-&lt;br /&gt;
| Food and farming || 20% || Wheat, potato, carrot, cooked beef, cooked chicken, cooked porkchop, sugar cane, paper&lt;br /&gt;
|-&lt;br /&gt;
| Utility consumables || 15% || Arrow, torch, firework rocket, lapis lazuli&lt;br /&gt;
|-&lt;br /&gt;
| Premium commodities || 15% || Diamond (8%), emerald (3%), netherite scrap (4%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Diamond is weighted at 8%, not 30% — the basket is deliberately tilted toward everyday staples rather than luxury items. A few large diamond trades should not distort the overall price signal.&lt;br /&gt;
&lt;br /&gt;
== Index formula ==&lt;br /&gt;
The CPI uses a &#039;&#039;&#039;winsorized geometric mean&#039;&#039;&#039;, the same mathematical approach used by real-world national statistics offices:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;P = exp( SUM of weight_i x ln(price_i_trimmed) )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where each item price is winsorized (extreme outliers in the top and bottom 10% are clamped) before the geometric mean is computed. This prevents a single unusual trade from skewing the index.&lt;br /&gt;
&lt;br /&gt;
== Data source ==&lt;br /&gt;
The CPI is computed exclusively from &#039;&#039;&#039;completed, non-simulated, player-to-player&#039;&#039;&#039; [[ChestShop]] transactions:&lt;br /&gt;
&lt;br /&gt;
* Only real trades between players count. [[Simulated ChestShop]] activity is excluded.&lt;br /&gt;
* Only completed sales count. Listed prices (signs with no actual purchase) are tracked separately and do not affect the policy CPI.&lt;br /&gt;
* The rolling window covers the last 7 days of trade data.&lt;br /&gt;
&lt;br /&gt;
This separation prevents a feedback loop where the [[Simulated ChestShop|Sim Shop]] buying activity inflates the CPI, causing the Sim Shop to buy at higher prices, causing CPI to rise further.&lt;br /&gt;
&lt;br /&gt;
== Manipulation defenses ==&lt;br /&gt;
The CPI includes several custom-built defenses against price manipulation:&lt;br /&gt;
&lt;br /&gt;
=== Depth gates ===&lt;br /&gt;
An item is excluded from the policy basket if it does not meet minimum thresholds:&lt;br /&gt;
* At least 10 transactions in the 7-day window&lt;br /&gt;
* At least 3 unique buyers&lt;br /&gt;
* At least 3 unique sellers&lt;br /&gt;
&lt;br /&gt;
Items below these thresholds still appear in the &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; command with a low-confidence flag, but they do not influence the engine.&lt;br /&gt;
&lt;br /&gt;
=== Rate-of-change clamp ===&lt;br /&gt;
No item can move the CPI by more than 8% per week. If an item price jumps more than 8% from the prior week, the excess is attributed to possible manipulation and dampened.&lt;br /&gt;
&lt;br /&gt;
=== Manipulation risk score ===&lt;br /&gt;
Each item receives a composite risk score based on five factors (each weighted equally at 0.20):&lt;br /&gt;
&lt;br /&gt;
# Low transaction count (fewer than 10)&lt;br /&gt;
# Low buyer diversity (fewer than 3 unique buyers)&lt;br /&gt;
# Low seller diversity (fewer than 3 unique sellers)&lt;br /&gt;
# Account concentration (one account responsible for more than 60% of trade volume)&lt;br /&gt;
# Category outlier (item moved more than 2 standard deviations from its category average)&lt;br /&gt;
&lt;br /&gt;
When the risk score exceeds 0.5, the system applies asymmetric trust dampening — upward price moves are partially discounted while downward moves are trusted at face value. This reflects the reality that most market manipulation in Minecraft economies is bullish (inflating prices to profit from the Sim Shop).&lt;br /&gt;
&lt;br /&gt;
=== Median lag ===&lt;br /&gt;
The [[Simulated ChestShop]] reads a CPI snapshot that is &#039;&#039;&#039;7 days old&#039;&#039;&#039;, not the current snapshot. This means a manipulator would need to sustain artificial prices for over a week before the Sim Shop adjusts — raising the cost and risk of manipulation.&lt;br /&gt;
&lt;br /&gt;
== Per-item confidence ==&lt;br /&gt;
Each item in the basket receives its own confidence score:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;confidence = sqrt(depth_score x diversity_score)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where depth_score reflects transaction count (maxes at 50 trades) and diversity_score reflects unique participant count (maxes at 8 unique buyers + sellers). Items with low confidence contribute less to the overall basket index.&lt;br /&gt;
&lt;br /&gt;
== Player-facing: /market command ==&lt;br /&gt;
Players can check current market prices using &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! What it shows&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; || Top 10 items by total dollar volume traded (last 7 days)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/market &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; || Median price, fair range (25th-75th percentile), volume, category&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; command shows real player-to-player data only. It does &#039;&#039;&#039;not&#039;&#039;&#039; reveal the Sim Shop buy price, CentralBank balance, or engine recommendations.&lt;br /&gt;
&lt;br /&gt;
== Weekly Discord report ==&lt;br /&gt;
Every Monday at midnight, an automated report posts to the server Discord with:&lt;br /&gt;
* Total items traded and turnover&lt;br /&gt;
* Top 10 items by value&lt;br /&gt;
* Per-item median prices&lt;br /&gt;
&lt;br /&gt;
This report uses the same data pipeline as the policy CPI but is formatted as a public-facing summary.&lt;br /&gt;
&lt;br /&gt;
== Commodity index ==&lt;br /&gt;
In addition to the policy CPI (which drives the [[Monetary policy engine]]), the system computes a separate &#039;&#039;&#039;commodity index&#039;&#039;&#039; tracking premium items (diamond, gold, netherite, emerald, ancient debris). This index is for dashboard display only and does not influence policy decisions.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Monetary policy engine]] — the system that consumes the CPI&lt;br /&gt;
* [[Economy]] — how the economy works&lt;br /&gt;
* [[Simulated ChestShop]] — the market activity system (excluded from CPI)&lt;br /&gt;
* [[Trading]] — how trading works on the server&lt;br /&gt;
* [[ChestShop]] — the shop system that generates CPI data&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Monetary_policy_engine&amp;diff=41</id>
		<title>Monetary policy engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Monetary_policy_engine&amp;diff=41"/>
		<updated>2026-05-27T15:15:20Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;monetary policy engine&#039;&#039;&#039; is a custom-built automated economic management system on Prosperity SMP. It tracks every dollar created and destroyed on the server, computes real-time inflation metrics, and generates policy recommendations to maintain a healthy economy. It is believed to be the first implementation of classical monetary theory applied to a live Minecraft server economy.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The engine applies the &#039;&#039;&#039;quantity theory of money&#039;&#039;&#039; — the same framework used by real-world central banks — to the server economy:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;M x V = P x Q&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where M = money supply, V = velocity (turnover rate), P = price level ([[Consumer Price Index|CPI]]), and Q = real output (goods traded).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If money supply grows faster than real output, prices must rise (inflation). If it grows slower, prices fall (deflation). The engine measures these forces in real time and recommends adjustments to keep the economy stable.&lt;br /&gt;
&lt;br /&gt;
== Architecture ==&lt;br /&gt;
The system operates across two custom-built layers, both developed specifically for Prosperity SMP.&lt;br /&gt;
&lt;br /&gt;
=== Skript capture layer ===&lt;br /&gt;
Custom Skript files running on the Minecraft server capture every money flow event in real time:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;treasury-grant.sk&#039;&#039;&#039; — a single entry point for all money creation events. Every script that pays a player routes through this wrapper, ensuring no money enters circulation without being tracked.&lt;br /&gt;
* &#039;&#039;&#039;money-supply.sk&#039;&#039;&#039; — classifies every Vault transaction into a five-category taxonomy, computes money supply decomposition with exponential activity decay, and runs stock-flow reconciliation.&lt;br /&gt;
* &#039;&#039;&#039;cpi-basket.sk&#039;&#039;&#039; — computes a winsorized geometric mean Consumer Price Index from real player-to-player trade data, with built-in manipulation defenses.&lt;br /&gt;
&lt;br /&gt;
=== Admin Hub controller layer ===&lt;br /&gt;
A TypeScript module in the custom Next.js Admin Hub ingests Skript-exported JSON and runs the policy controller:&lt;br /&gt;
&lt;br /&gt;
* Computes EWMA-smoothed inflation gap&lt;br /&gt;
* Evaluates confidence from data maturity, sample depth, and participant diversity&lt;br /&gt;
* Applies proportional control with locked safety bounds&lt;br /&gt;
* Generates recommendations with reasoning traces and uncertainty bands&lt;br /&gt;
* Persists an audit log for historical analysis and future regression&lt;br /&gt;
&lt;br /&gt;
== Event taxonomy ==&lt;br /&gt;
Every balance change on the server is classified into exactly one of five categories:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Definition !! Effect on money supply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CREATE&#039;&#039;&#039; || Money appears from nowhere (job wages, contract rewards, crate cash, /eco give) || Increases total supply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DESTROY&#039;&#039;&#039; || Money disappears (admin shop purchases, fees, /eco take) || Decreases total supply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TRANSFER_TO_PUBLIC&#039;&#039;&#039; || System account pays a player ([[Simulated ChestShop|Sim Shop]] payouts) || No change (reserve to active)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TRANSFER_FROM_PUBLIC&#039;&#039;&#039; || Player pays a system account (rent to system landlord) || No change (active to reserve)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TRANSFER_PRIVATE&#039;&#039;&#039; || Player pays another player ([[ChestShop]] sales, /pay) || No change (changes hands)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only CREATE and DESTROY events change the total money supply. Transfers redistribute existing money.&lt;br /&gt;
&lt;br /&gt;
== Money supply decomposition ==&lt;br /&gt;
The engine does not treat all money equally. It decomposes the total into three buckets:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bucket !! Definition !! Policy relevance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;M_active&#039;&#039;&#039; || Balances of recently active players, weighted by exponential decay || The money actively chasing goods — the primary inflation signal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;M_dormant&#039;&#039;&#039; || Balances of players inactive for 14+ days || Not circulating; a returning player creates a liquidity shock&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;M_reserve&#039;&#039;&#039; || CentralBank and system accounts || Sterilized reserve — only inflationary when disbursed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The effective money supply formula:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;M_effective = M_active + (0.20 x M_dormant) + (lambda x M_reserve)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where lambda forecasts how much reserve money will enter circulation in the next 7 days. The activity decay uses an exponential curve:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;weight = max(0.05, e^(-days_since_login / 14))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This prevents the engine from panicking when a large dormant balance reactivates.&lt;br /&gt;
&lt;br /&gt;
== Stock-flow reconciliation ==&lt;br /&gt;
An hourly integrity check verifies that the tracked events match reality:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Change in M_total = SUM of CREATE - SUM of DESTROY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If observed and predicted totals diverge by more than 2%, the engine disables all recommendations and flags the discrepancy. This prevents acting on bad data.&lt;br /&gt;
&lt;br /&gt;
== Controller design ==&lt;br /&gt;
The v1 controller uses a &#039;&#039;&#039;proportional-only&#039;&#039;&#039; formula with conservative tuning:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;new_multiplier = old_multiplier x (1 - confidence x K_p x gap)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* &#039;&#039;&#039;gap&#039;&#039;&#039; = observed weekly CPI growth minus admin-set target (decimal form)&lt;br /&gt;
* &#039;&#039;&#039;K_p&#039;&#039;&#039; = 0.20 (proportional gain constant)&lt;br /&gt;
* &#039;&#039;&#039;confidence&#039;&#039;&#039; = data quality score from 0 to 1&lt;br /&gt;
&lt;br /&gt;
Safety bounds:&lt;br /&gt;
* Maximum weekly change: +/- 5%&lt;br /&gt;
* Multiplier range: 0.7 to 1.3&lt;br /&gt;
* Dead-band: if gap is smaller than 0.3%, the engine outputs NO_OP&lt;br /&gt;
&lt;br /&gt;
The controller is &#039;&#039;&#039;advisory only&#039;&#039;&#039; in v1. Recommendations require manual admin approval. Auto-application requires confidence above 0.70 for four consecutive weeks.&lt;br /&gt;
&lt;br /&gt;
== Confidence scoring ==&lt;br /&gt;
The confidence score is a geometric mean of four components, each bounded between 0.1 and 1.0:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! What it measures !! Maximum (1.0) when&lt;br /&gt;
|-&lt;br /&gt;
| Basket coverage || Fraction of CPI basket items with valid data || All basket items have enough trades&lt;br /&gt;
|-&lt;br /&gt;
| Sample depth || Average transactions per basket item || 50+ transactions per item&lt;br /&gt;
|-&lt;br /&gt;
| Diversity || Number of unique buyers and sellers || 8+ unique participants&lt;br /&gt;
|-&lt;br /&gt;
| Maturity || Time since server deploy || 90+ days of operation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;confidence = (coverage x depth x diversity x maturity) ^ (1/4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The geometric mean prevents any single component from dominating — all four must be healthy for confidence to be high.&lt;br /&gt;
&lt;br /&gt;
== NO_OP conditions ==&lt;br /&gt;
The engine outputs no action when any of:&lt;br /&gt;
&lt;br /&gt;
# Confidence below 0.30&lt;br /&gt;
# Gap within dead-band (+/- 0.3%)&lt;br /&gt;
# Reconciliation failing&lt;br /&gt;
# Fewer than 5 active players&lt;br /&gt;
# Previous action not yet observed (one-week cooldown)&lt;br /&gt;
# New-player spike (3+ new players in 48 hours)&lt;br /&gt;
# Within first 14 days of operation (Phase A bootstrap)&lt;br /&gt;
&lt;br /&gt;
NO_OP is the most common output on a small server. The engine is designed to be cautious.&lt;br /&gt;
&lt;br /&gt;
== Bootstrap schedule ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Period !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
| Day 0-14 || Advisory disabled. Dashboards live. Data collection running.&lt;br /&gt;
|-&lt;br /&gt;
| Day 14-30 || Advisory enabled with confidence scaling. No auto-apply.&lt;br /&gt;
|-&lt;br /&gt;
| Day 30-90 || Perturbation experiments to measure actuator response.&lt;br /&gt;
|-&lt;br /&gt;
| Day 90+ || Auto-apply eligible if confidence sustained above 0.70.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source-flow ratios ==&lt;br /&gt;
The engine computes diagnostic ratios displayed in the Admin Hub Treasury panel:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ratio !! What it measures&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sink_ratio&#039;&#039;&#039; || How fast money is removed from circulation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bank_drain_ratio&#039;&#039;&#039; || How fast the bank injects liquidity into player hands&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;jobs_faucet_ratio&#039;&#039;&#039; || Job wage intensity relative to active money pool&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Design process ==&lt;br /&gt;
The engine was designed through a five-round iterative critique between two AI systems (Claude and ChatGPT), correcting three material design flaws in the original draft:&lt;br /&gt;
&lt;br /&gt;
# CentralBank balance incorrectly counted as active money (corrected to sterilized reserve with lambda-weighted forecast)&lt;br /&gt;
# Policy response was inverted — raising the target during inflation is accommodation, not control (corrected to proportional tightening)&lt;br /&gt;
# &amp;quot;Deflation via fewer purchases&amp;quot; was a misnomer — reducing the faucet slows growth but does not contract existing supply (corrected to &amp;quot;disinflation&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The full technical spec is maintained in the server&#039;s internal documentation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Consumer Price Index]] — the CPI basket the engine consumes&lt;br /&gt;
* [[Economy]] — how money flows through the server&lt;br /&gt;
* [[Simulated ChestShop]] — the bank-funded market activity system&lt;br /&gt;
* [[Admin shop]] — server-run shop (a money sink)&lt;br /&gt;
* [[Prestige]] — endgame money sink&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=40</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=40"/>
		<updated>2026-05-27T15:07:59Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add Simulated ChestShop to plugins table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the official wiki for &#039;&#039;&#039;Prosperity SMP&#039;&#039;&#039;, a Minecraft survival economy server running Paper 1.21.8.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
New to the server? Read the [[Getting started|new player guide]] to learn how to join, pick a job, and earn your first paycheck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server address:&#039;&#039;&#039; &amp;lt;code&amp;gt;play.prosperitysmp.com&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bedrock port:&#039;&#039;&#039; &amp;lt;code&amp;gt;19132&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Version:&#039;&#039;&#039; Paper 1.21.8 (Java + Bedrock cross-play)&lt;br /&gt;
&lt;br /&gt;
== Quick links ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Gameplay&lt;br /&gt;
! style=&amp;quot;width:34%;&amp;quot; | Progression&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Reference&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Getting started]]&lt;br /&gt;
* [[Jobs]]&lt;br /&gt;
* [[Economy]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
* [[Contracts]]&lt;br /&gt;
* [[Real estate]]&lt;br /&gt;
* [[Resource world]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skill trees]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Drills and harvesters]]&lt;br /&gt;
* [[Master Smith]]&lt;br /&gt;
* [[Crates]]&lt;br /&gt;
* [[Titles]]&lt;br /&gt;
* [[Stipends]]&lt;br /&gt;
|&lt;br /&gt;
* [[Server rules]]&lt;br /&gt;
* [[Commands]]&lt;br /&gt;
* [[Frequently asked questions|FAQ]]&lt;br /&gt;
* [[Zoning regulations]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Pays for !! Key unlocks&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Stone, ores, deepslate || [[Drills and harvesters|Drills]], [[Master Smith]] upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Crops || [[Drills and harvesters|Harvesters]], auto-replant&lt;br /&gt;
|-&lt;br /&gt;
| [[Builder]] || Placing blocks || [[Contracts|Civic contracts]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcutter]] || Logs || Tree-felling upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Hostile mobs || Dungeon access, combat gear&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherman]] || Fish || Rod enchants, rare-fish perks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| [[ChestShop]] || Player-owned shops&lt;br /&gt;
|-&lt;br /&gt;
| [[Simulated ChestShop]] || Automated market activity engine&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin shop]] || Server shop (&amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| [[Essentials]] || Homes, teleportation, mail&lt;br /&gt;
|-&lt;br /&gt;
| [[BOLT]] || Chest and door locking&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Voice Chat]] || Proximity voice (Java mod)&lt;br /&gt;
|-&lt;br /&gt;
| [[CoreProtect]] || Block inspection&lt;br /&gt;
|-&lt;br /&gt;
| [[Plot rental]] || Land rental (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bedrock setup]] || Bedrock Edition connection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
* [https://discord.gg/prosperitysmp Discord server]&lt;br /&gt;
* [[Lore]] — world history&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Simulated_ChestShop&amp;diff=39</id>
		<title>Simulated ChestShop</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Simulated_ChestShop&amp;diff=39"/>
		<updated>2026-05-27T15:06:41Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Simulated ChestShop&#039;&#039;&#039; system is an automated market activity engine on Prosperity SMP. It creates background buying activity at player-owned [[ChestShop]] signs, ensuring that shops see regular traffic even during low-population hours. The system is designed to be invisible to players — it behaves like a normal customer.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
At low player counts, player shops can sit idle for hours with no buyers. This discourages players from setting up shops, which weakens the [[Economy|player-driven economy]]. The Simulated ChestShop solves this by having a server-managed bank account (CentralBank) purchase items from player shops at fair market prices.&lt;br /&gt;
&lt;br /&gt;
The system does &#039;&#039;&#039;not&#039;&#039;&#039; sell items to players. It only buys. This makes it a pure money faucet into player hands, funded by the CentralBank reserve.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
# The system maintains a shopping list of common items it is willing to buy.&lt;br /&gt;
# Every few minutes, it scans active player [[ChestShop]] signs for eligible items.&lt;br /&gt;
# If a shop is selling an item on the shopping list at a reasonable price, the system may purchase from it.&lt;br /&gt;
# The shop owner receives payment to their balance, just like a normal sale.&lt;br /&gt;
# The purchased items are removed from the chest (the bank does not stockpile).&lt;br /&gt;
&lt;br /&gt;
From the shop owner&#039;s perspective, the transaction looks identical to a real player purchase. The system uses randomized persona names in logs to avoid easy identification.&lt;br /&gt;
&lt;br /&gt;
== What the system buys ==&lt;br /&gt;
The shopping list includes common economy staples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Example items&lt;br /&gt;
|-&lt;br /&gt;
| Mining || Cobblestone, stone, deepslate, iron ingot, gold ingot, diamond, coal, redstone, lapis lazuli, copper ingot&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Oak log, spruce log, birch log, planks&lt;br /&gt;
|-&lt;br /&gt;
| Farming || Wheat, carrots, potatoes, sugar cane, melon, pumpkin&lt;br /&gt;
|-&lt;br /&gt;
| Food || Cooked beef, cooked chicken, bread&lt;br /&gt;
|-&lt;br /&gt;
| Building || Glass, bricks, sand, gravel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each item has a maximum buy price based on the server&#039;s market data. The system will not overpay — if a shop prices above the fair range, the system skips it.&lt;br /&gt;
&lt;br /&gt;
== Demand governor ==&lt;br /&gt;
The system has built-in controls to prevent it from dominating the market:&lt;br /&gt;
&lt;br /&gt;
; Daily spending cap&lt;br /&gt;
: The bank has a maximum daily spend limit across all purchases. Once the cap is reached, the system pauses until the next day.&lt;br /&gt;
&lt;br /&gt;
; Per-shop cooldowns&lt;br /&gt;
: After buying from a shop, the system waits before buying from the same shop again.&lt;br /&gt;
&lt;br /&gt;
; Per-owner caps&lt;br /&gt;
: No single shop owner receives more than a set percentage of the daily budget.&lt;br /&gt;
&lt;br /&gt;
; Intensity profiles&lt;br /&gt;
: Activity levels adjust based on time of day and player count. During peak hours with many real buyers, the system backs off. During off-peak hours, it increases activity to keep the market moving.&lt;br /&gt;
&lt;br /&gt;
== Relationship to the economy ==&lt;br /&gt;
Simulated ChestShop activity is tracked separately from real player-to-player trades in the server&#039;s economic monitoring systems:&lt;br /&gt;
&lt;br /&gt;
* Simulated transactions are marked with a &amp;lt;code&amp;gt;simulated: true&amp;lt;/code&amp;gt; flag in the transaction log.&lt;br /&gt;
* The [[Economy|CPI (Consumer Price Index)]] calculation &#039;&#039;&#039;excludes&#039;&#039;&#039; simulated transactions. CPI reflects real player-to-player prices only.&lt;br /&gt;
* The [[Economy|monetary policy engine]] classifies bank-to-player payouts as transfers from the public reserve, not new money creation. The money was already created when an admin funded the CentralBank.&lt;br /&gt;
&lt;br /&gt;
This separation prevents a feedback loop where the bank&#039;s buying activity inflates the CPI, which then causes the bank to buy at higher prices.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
The system is intentionally invisible to players:&lt;br /&gt;
&lt;br /&gt;
* No public &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; command reveals the bank&#039;s exact buy prices or shopping list.&lt;br /&gt;
* Transaction log entries use randomized persona names.&lt;br /&gt;
* The [[Economy|/market command]] shows real player-to-player CPI data only, not bank activity.&lt;br /&gt;
* Shop owners see normal sale notifications — they cannot distinguish a simulated purchase from a real one.&lt;br /&gt;
&lt;br /&gt;
Admins can monitor and configure the system through the &amp;lt;code&amp;gt;/simshop&amp;lt;/code&amp;gt; command (staff only).&lt;br /&gt;
&lt;br /&gt;
== Admin commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop status&amp;lt;/code&amp;gt; || View bank balance, daily spend, and pause state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop pause&amp;lt;/code&amp;gt; || Temporarily pause all activity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop resume&amp;lt;/code&amp;gt; || Resume activity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop refill &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Add funds to the CentralBank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These commands require staff permissions and are not available to regular players.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Economy]] — how the economy works, including money flow and inflation&lt;br /&gt;
* [[ChestShop]] — how to create player shops&lt;br /&gt;
* [[Admin shop]] — the server-run shop (separate system)&lt;br /&gt;
* [[Trading]] — trading methods and price discovery&lt;br /&gt;
* [[Getting started]] — includes shop setup guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=38</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=38"/>
		<updated>2026-05-27T15:05:32Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand quick links with new pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the official wiki for &#039;&#039;&#039;Prosperity SMP&#039;&#039;&#039;, a Minecraft survival economy server running Paper 1.21.8.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
New to the server? Read the [[Getting started|new player guide]] to learn how to join, pick a job, and earn your first paycheck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server address:&#039;&#039;&#039; &amp;lt;code&amp;gt;play.prosperitysmp.com&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bedrock port:&#039;&#039;&#039; &amp;lt;code&amp;gt;19132&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Version:&#039;&#039;&#039; Paper 1.21.8 (Java + Bedrock cross-play)&lt;br /&gt;
&lt;br /&gt;
== Quick links ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Gameplay&lt;br /&gt;
! style=&amp;quot;width:34%;&amp;quot; | Progression&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Reference&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Getting started]]&lt;br /&gt;
* [[Jobs]]&lt;br /&gt;
* [[Economy]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
* [[Contracts]]&lt;br /&gt;
* [[Real estate]]&lt;br /&gt;
* [[Resource world]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skill trees]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Drills and harvesters]]&lt;br /&gt;
* [[Master Smith]]&lt;br /&gt;
* [[Crates]]&lt;br /&gt;
* [[Titles]]&lt;br /&gt;
* [[Stipends]]&lt;br /&gt;
|&lt;br /&gt;
* [[Server rules]]&lt;br /&gt;
* [[Commands]]&lt;br /&gt;
* [[Frequently asked questions|FAQ]]&lt;br /&gt;
* [[Zoning regulations]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Pays for !! Key unlocks&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Stone, ores, deepslate || [[Drills and harvesters|Drills]], [[Master Smith]] upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Crops || [[Drills and harvesters|Harvesters]], auto-replant&lt;br /&gt;
|-&lt;br /&gt;
| [[Builder]] || Placing blocks || [[Contracts|Civic contracts]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcutter]] || Logs || Tree-felling upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Hostile mobs || Dungeon access, combat gear&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherman]] || Fish || Rod enchants, rare-fish perks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| [[ChestShop]] || Player-owned shops&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin shop]] || Server shop (&amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| [[Essentials]] || Homes, teleportation, mail&lt;br /&gt;
|-&lt;br /&gt;
| [[BOLT]] || Chest and door locking&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Voice Chat]] || Proximity voice (Java mod)&lt;br /&gt;
|-&lt;br /&gt;
| [[CoreProtect]] || Block inspection&lt;br /&gt;
|-&lt;br /&gt;
| [[Plot rental]] || Land rental (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bedrock setup]] || Bedrock Edition connection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
* [https://discord.gg/prosperitysmp Discord server]&lt;br /&gt;
* [[Lore]] — world history&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Titles&amp;diff=37</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Titles&amp;diff=37"/>
		<updated>2026-05-27T15:04:26Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Titles&#039;&#039;&#039; are chat prefixes that display before a player&#039;s name in chat and the tab list. They are earned through [[Jobs|job leveling]] and the [[Prestige|prestige system]].&lt;br /&gt;
&lt;br /&gt;
== Job titles ==&lt;br /&gt;
Every 10 [[Jobs|job levels]], a new title unlocks. Titles are job-specific — each career has its own title progression.&lt;br /&gt;
&lt;br /&gt;
=== Miner titles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Title&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Stonehand&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Cavehand&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Chartered Miner&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Deepworks Operator&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Master Prospector&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Titan of the Deep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other job titles ===&lt;br /&gt;
Each of the six jobs ([[Miner]], [[Farmer]], [[Builder]], [[Woodcutter]], [[Hunter]], [[Fisherman]]) has its own progression of six titles at levels 1, 10, 20, 30, 40, and 50. View your current title via &amp;lt;code&amp;gt;/jobs info&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Prestige titles ==&lt;br /&gt;
[[Prestige]] titles outrank all regular job titles. When a player prestiges, their chat prefix changes to reflect the prestige tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Title prefix !! Color !! Example&lt;br /&gt;
|-&lt;br /&gt;
| P1 || Reborn || Gold || [Reborn Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P2 || Twice-Forged || Dark purple || [Twice-Forged Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P3 || Thrice-Forged || Pink || [Thrice-Forged Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P4 || Mythic || Red || [Mythic Miner]&lt;br /&gt;
|-&lt;br /&gt;
| P5 || Eternal || Dark red || [Eternal Miner]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prestige titles combine the tier prefix with the job name. A player with multiple prestige jobs displays the title of their currently-held job.&lt;br /&gt;
&lt;br /&gt;
== How titles display ==&lt;br /&gt;
Titles appear in:&lt;br /&gt;
* Chat messages (before the player name)&lt;br /&gt;
* Tab list (player list when pressing Tab)&lt;br /&gt;
* Name tags above the player&#039;s head&lt;br /&gt;
&lt;br /&gt;
The title system uses LuckPerms prefixes. Titles update automatically on level-up and prestige without requiring a relog.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — leveling and title unlocks&lt;br /&gt;
* [[Prestige]] — prestige tier titles&lt;br /&gt;
* [[Getting started]] — new player guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Stipends&amp;diff=36</id>
		<title>Stipends</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Stipends&amp;diff=36"/>
		<updated>2026-05-27T15:04:09Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stipends&#039;&#039;&#039; are random bonus item drops that [[Jobs|job]] workers receive while performing their job&#039;s actions. They supplement the crafting economy by providing useful materials that might otherwise be scarce.&lt;br /&gt;
&lt;br /&gt;
== How stipends work ==&lt;br /&gt;
While performing job-qualifying actions, there is a small chance per action to receive a bonus item. Stipends drop directly into the player&#039;s inventory with an action bar notification.&lt;br /&gt;
&lt;br /&gt;
Stipends only drop in the resource world, nether, and end — not in the main world.&lt;br /&gt;
&lt;br /&gt;
== Stipend table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Trigger !! Drop !! Chance !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Breaking stone or ore || 1 gunpowder || 20% || Supplies TNT and firework rocket crafting&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Harvesting crops || 1 bone meal || 7% || Crop growth acceleration&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Killing hostile mobs || 2 arrows || 10% || Ranged combat supply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Builder]], [[Woodcutter]], and [[Fisherman]] do not currently have stipend drops.&lt;br /&gt;
&lt;br /&gt;
== Cooldowns ==&lt;br /&gt;
Farmer and Hunter stipends have a 2-second per-player cooldown to prevent burst drops from automated systems or AOE tools. The Miner stipend has no cooldown — each block in a [[Drills and harvesters|drill]] swing rolls independently, so a single drill swing can produce multiple gunpowder drops.&lt;br /&gt;
&lt;br /&gt;
== Economy role ==&lt;br /&gt;
Stipends act as a passive supply faucet for materials that are important to the [[Economy]] but not directly farmable through normal job actions. Gunpowder in particular supports both firework rocket production (elytra flight fuel) and TNT crafting.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — job system overview&lt;br /&gt;
* [[Miner]] — gunpowder stipend details&lt;br /&gt;
* [[Economy]] — how stipends fit into the money flow&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Trading&amp;diff=35</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Trading&amp;diff=35"/>
		<updated>2026-05-27T15:03:46Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Trading&#039;&#039;&#039; on Prosperity SMP happens through several mechanisms. Player-to-player commerce drives the [[Economy|economy]], with the [[Admin shop]] serving as a guaranteed fallback.&lt;br /&gt;
&lt;br /&gt;
== Trading methods ==&lt;br /&gt;
&lt;br /&gt;
=== ChestShop signs ===&lt;br /&gt;
The primary trading method. Place a chest with a [[ChestShop]] sign to sell items to other players while online or offline. Shops in the market district get the most traffic.&lt;br /&gt;
&lt;br /&gt;
=== Direct payment ===&lt;br /&gt;
Use &amp;lt;code&amp;gt;/pay &amp;amp;lt;player&amp;amp;gt; &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; to send money directly. Useful for custom deals, service payments, or trades negotiated in chat.&lt;br /&gt;
&lt;br /&gt;
=== Admin shop ===&lt;br /&gt;
Run &amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt; to access the [[Admin shop]]. It offers guaranteed floor prices for common materials. Use it when no player shops are buying what you have.&lt;br /&gt;
&lt;br /&gt;
== Price discovery ==&lt;br /&gt;
; /market command&lt;br /&gt;
: Run &amp;lt;code&amp;gt;/market &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; to see the median unit price based on recent player-to-player [[ChestShop]] transactions. This is the best indicator of what an item is actually worth.&lt;br /&gt;
&lt;br /&gt;
; /find command&lt;br /&gt;
: Run &amp;lt;code&amp;gt;/find &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; to locate player shops currently selling or buying a specific item. Shows the shop owner, price, location, and current stock.&lt;br /&gt;
&lt;br /&gt;
; Admin shop prices&lt;br /&gt;
: The [[Admin shop]] sets a floor. If &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; shows a higher price than the admin shop, you can earn more by selling to players.&lt;br /&gt;
&lt;br /&gt;
== Setting good prices ==&lt;br /&gt;
# Check &amp;lt;code&amp;gt;/market &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; before setting your [[ChestShop]] price.&lt;br /&gt;
# Undercut existing sellers by a small margin to move inventory faster.&lt;br /&gt;
# For items with no market data, check the [[Admin shop]] price and mark up 20-50%.&lt;br /&gt;
# High-demand items (diamonds, iron, food) sell fastest in the market district.&lt;br /&gt;
# Niche items (decorative blocks, rare drops) sell slower but at higher margins.&lt;br /&gt;
&lt;br /&gt;
== Supply and demand ==&lt;br /&gt;
Prices change based on player activity:&lt;br /&gt;
* When many players mine (supply up), ore prices tend to drop.&lt;br /&gt;
* When a new building project starts (demand up), building material prices rise.&lt;br /&gt;
* [[Contracts|Civic contracts]] create artificial demand for specific materials at fixed prices.&lt;br /&gt;
* The server&#039;s economic dashboard monitors these trends automatically.&lt;br /&gt;
&lt;br /&gt;
== Trade safety ==&lt;br /&gt;
* All [[ChestShop]] transactions are logged by [[CoreProtect]].&lt;br /&gt;
* Scamming is prohibited under [[Server rules]]. Staff can verify transactions and issue refunds.&lt;br /&gt;
* [[BOLT]] protects your chest contents — only the shop interface is exposed to buyers.&lt;br /&gt;
* There is no trade window or escrow system. For high-value trades, use &amp;lt;code&amp;gt;/pay&amp;lt;/code&amp;gt; and item handoff in person, or set up matching ChestShop signs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ChestShop]] — how to create shop signs&lt;br /&gt;
* [[Admin shop]] — server-run fallback shop&lt;br /&gt;
* [[Economy]] — how money flows through the server&lt;br /&gt;
* [[Getting started]] — includes shop setup walkthrough&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Resource_world&amp;diff=34</id>
		<title>Resource world</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Resource_world&amp;diff=34"/>
		<updated>2026-05-27T15:03:22Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;resource world&#039;&#039;&#039; is a separate world on Prosperity SMP dedicated to mining, farming, and gathering. It exists to keep the main world clean while providing renewable resources for the [[Economy|economy]].&lt;br /&gt;
&lt;br /&gt;
== Accessing the resource world ==&lt;br /&gt;
* Run &amp;lt;code&amp;gt;/rtp&amp;lt;/code&amp;gt; to teleport to a random location in the resource world.&lt;br /&gt;
* Use the resource world portal at spawn.&lt;br /&gt;
* Set a &amp;lt;code&amp;gt;/sethome&amp;lt;/code&amp;gt; in the resource world to return to a specific spot.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rule !! Status&lt;br /&gt;
|-&lt;br /&gt;
| No claims or permanent builds || Enforced — resource world is for extraction only&lt;br /&gt;
|-&lt;br /&gt;
| Keep inventory on death || &#039;&#039;&#039;Off&#039;&#039;&#039; — you drop items on death in the resource world&lt;br /&gt;
|-&lt;br /&gt;
| AFK farming || Prohibited server-wide&lt;br /&gt;
|-&lt;br /&gt;
| Spawner breaking || Prohibited — spawners are protected&lt;br /&gt;
|-&lt;br /&gt;
| PvP || Allowed (default vanilla rules)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== What to gather ==&lt;br /&gt;
The resource world contains all vanilla biomes and resources:&lt;br /&gt;
* Stone, deepslate, and ores (primary [[Miner]] income)&lt;br /&gt;
* Trees and logs ([[Woodcutter]])&lt;br /&gt;
* Crops and farmland ([[Farmer]])&lt;br /&gt;
* Hostile mobs ([[Hunter]])&lt;br /&gt;
* Fishing spots ([[Fisherman]])&lt;br /&gt;
&lt;br /&gt;
== Nether and End ==&lt;br /&gt;
The nether and end are accessible through portals in the resource world:&lt;br /&gt;
* &#039;&#039;&#039;Nether:&#039;&#039;&#039; contains nether-exclusive resources including ancient debris, glowstone, and quartz. Access via nether portal.&lt;br /&gt;
* &#039;&#039;&#039;The End:&#039;&#039;&#039; contains end cities, shulker boxes, and elytra. Access via the stronghold.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Always carry a bed to set your spawn point in the resource world. Dying without a bed sends you back to the main world spawn.&lt;br /&gt;
* Bring food and basic tools before exploring. Keep inventory is off — death costs you everything on you.&lt;br /&gt;
* Use &amp;lt;code&amp;gt;/sethome resource&amp;lt;/code&amp;gt; near a good mining area to return easily.&lt;br /&gt;
* [[Drills and harvesters|Drills]] work in the resource world, nether, and end but not in the main world.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Getting started]] — includes resource world introduction&lt;br /&gt;
* [[Miner]] — primary resource world career&lt;br /&gt;
* [[Drills and harvesters]] — AOE tools for the resource world&lt;br /&gt;
* [[Server rules]] — resource world conduct rules&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Drills_and_harvesters&amp;diff=33</id>
		<title>Drills and harvesters</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Drills_and_harvesters&amp;diff=33"/>
		<updated>2026-05-27T15:02:53Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Drills&#039;&#039;&#039; and &#039;&#039;&#039;harvesters&#039;&#039;&#039; are custom 3x3 AOE tools on Prosperity SMP. Drills break a 9-block area of stone and ore for [[Miner|Miners]]; harvesters break a 9-crop area with auto-replant for [[Farmer|Farmers]]. They are the primary upgrade path for both careers.&lt;br /&gt;
&lt;br /&gt;
== Drills ==&lt;br /&gt;
Drills are AOE pickaxes purchased with &amp;lt;code&amp;gt;/buydrill&amp;lt;/code&amp;gt;. They require a minimum [[Jobs|Miner level]] to purchase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Name !! Level !! Price !! Base material !! Efficiency !! Unbreaking !! Fortune !! Effective blocks&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Compact Drill || 15 || $1,000 || Iron pickaxe || III || IV || — || ~11,250&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Industrial Drill || 30 || $4,000 || Diamond pickaxe || IV || III || I || ~56,000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Apex Drill || 45 || $6,500 || Netherite pickaxe || V || IV || II || ~91,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== How drills work ===&lt;br /&gt;
* Each swing breaks the center block normally plus 8 surrounding blocks.&lt;br /&gt;
* Only the center block consumes durability. The surrounding blocks are free.&lt;br /&gt;
* [[Jobs]] wages are paid only for the center block. Drill value comes from 9x material yield, not wage multiplication.&lt;br /&gt;
* Fortune enchants apply to all 9 blocks.&lt;br /&gt;
* Drills only activate in the resource world, nether, and end. They are disabled in the main world to prevent plot damage.&lt;br /&gt;
&lt;br /&gt;
=== Repairing ===&lt;br /&gt;
Drills are repairable via standard anvil using the matching ingot (iron for Compact, diamond for Industrial, netherite for Apex). [[Master Smith]] books can also be applied to drills through the anvil.&lt;br /&gt;
&lt;br /&gt;
== Harvesters ==&lt;br /&gt;
Harvesters are AOE hoes purchased with &amp;lt;code&amp;gt;/buyharvester&amp;lt;/code&amp;gt;. They require a minimum [[Jobs|Farmer level]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Name !! Level !! Price !! Base material !! Efficiency !! Unbreaking&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Compact Harvester || 15 || $1,000 || Iron hoe || III || III&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Industrial Harvester || 30 || $2,500 || Diamond hoe || IV || III&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Apex Harvester || 45 || $5,000 || Netherite hoe || V || III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== How harvesters work ===&lt;br /&gt;
* Each swing harvests the center crop plus 8 surrounding crops.&lt;br /&gt;
* Harvested crops are auto-replanted.&lt;br /&gt;
* Only fully-grown crops trigger the harvester. Breaking unripe crops does not pay wages.&lt;br /&gt;
* Harvesters work anywhere the player has block-break permissions.&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
At [[Prestige|prestige]] P1, each career receives a prestige-tier version of their AOE tool:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Tool !! Enchants&lt;br /&gt;
|-&lt;br /&gt;
| Miner || Reborn Drill (P1) through Eternal Drill (P5) || Efficiency V, Fortune III, Unbreaking V&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || Reborn Harvester (P1) through Eternal Harvester (P5) || Efficiency V, Unbreaking V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prestige tools are soulbound (never drop on death) and use a netherite base. The tool name and color escalate per prestige tier but the base enchants are the same. Further upgrades come from [[Master Smith]] books.&lt;br /&gt;
&lt;br /&gt;
== Value comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drill !! Cost !! Effective blocks !! Cost per block&lt;br /&gt;
|-&lt;br /&gt;
| Compact || $1,000 || ~11,250 || $0.089&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || $4,000 || ~56,000 || $0.071&lt;br /&gt;
|-&lt;br /&gt;
| Apex || $6,500 || ~91,000 || $0.071&lt;br /&gt;
|-&lt;br /&gt;
| Prestige (any tier) || free || ~110,000 || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Industrial and Apex have identical cost-per-block, but Apex additionally has Fortune II and higher Efficiency, making it significantly better for ore mining.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/buydrill &amp;amp;lt;1 or 2 or 3&amp;amp;gt;&amp;lt;/code&amp;gt; || Purchase a drill&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/buyharvester &amp;amp;lt;1 or 2 or 3&amp;amp;gt;&amp;lt;/code&amp;gt; || Purchase a harvester&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Miner]] — Miner career path&lt;br /&gt;
* [[Farmer]] — Farmer career path&lt;br /&gt;
* [[Master Smith]] — enchant upgrade station (books work on drills)&lt;br /&gt;
* [[Prestige]] — prestige-tier tools&lt;br /&gt;
* [[Jobs]] — job system overview&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Master_Smith&amp;diff=32</id>
		<title>Master Smith</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Master_Smith&amp;diff=32"/>
		<updated>2026-05-27T15:02:22Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Master Smith&#039;&#039;&#039; is an upgrade station at the Job Center on Prosperity SMP. It allows [[Miner|Miners]] to apply elevated enchant levels to pickaxes and purchase enchanted books above the vanilla cap.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
The Master Smith is a clickable sign at the Job Center building. Right-click the &amp;lt;code&amp;gt;[Master Smith]&amp;lt;/code&amp;gt; sign or run &amp;lt;code&amp;gt;/smithy&amp;lt;/code&amp;gt; from anywhere.&lt;br /&gt;
&lt;br /&gt;
== Services ==&lt;br /&gt;
&lt;br /&gt;
=== Direct pickaxe upgrades ===&lt;br /&gt;
Hold a vanilla pickaxe (not a [[Drills and harvesters|drill]]) and apply an upgrade directly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enchant !! Skill tree node required !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Efficiency VII || &amp;lt;code&amp;gt;efficiency_path&amp;lt;/code&amp;gt; (Miner L35+) || $5,000 + 3 diamond blocks + 8 iron blocks&lt;br /&gt;
|-&lt;br /&gt;
| Fortune V || &amp;lt;code&amp;gt;prospector_path&amp;lt;/code&amp;gt; (Miner L45+) || $5,000 + 3 diamond blocks + 8 gold blocks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Direct upgrades preserve all existing enchants on the pickaxe.&lt;br /&gt;
&lt;br /&gt;
=== Enchanted books ===&lt;br /&gt;
Books can be applied to any pickaxe (including [[Drills and harvesters|drills]]) via standard anvil.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Book !! Gate !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 1 || Efficiency VII || [[Skill trees|Skill tree]] node || $10,000 + 5 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| Fortune V || Skill tree node || $12,000 + 5 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 || Efficiency VIII || [[Prestige]] P2 (Twice-Forged) || $35,000 + 12 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| Fortune VI || Prestige P2 || $40,000 + 12 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3 || Efficiency IX || Prestige P4 (Mythic) || $100,000 + 20 diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| Fortune VII || Prestige P4 || $120,000 + 20 diamond blocks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Efficiency IX allows instamining deepslate.&lt;br /&gt;
&lt;br /&gt;
== Drill interaction ==&lt;br /&gt;
Direct &amp;lt;code&amp;gt;/smithy upgrade&amp;lt;/code&amp;gt; is blocked for drills and prestige tools. However, books purchased from the Master Smith &#039;&#039;can&#039;&#039; be applied to drills via the standard anvil. This is an intentional design — the book cost ($10,000+) plus anvil XP provides natural enforcement.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/smithy&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/mastersmith&amp;lt;/code&amp;gt; || Open the upgrade menu&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/smithy upgrade efficiency&amp;lt;/code&amp;gt; || Apply Efficiency VII to held pickaxe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/smithy upgrade fortune&amp;lt;/code&amp;gt; || Apply Fortune V to held pickaxe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/smithy book efficiency [tier]&amp;lt;/code&amp;gt; || Buy an Efficiency book (tier 1-3)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/smithy book fortune [tier]&amp;lt;/code&amp;gt; || Buy a Fortune book (tier 1-3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Miner]] — Miner career with Master Smith integration&lt;br /&gt;
* [[Drills and harvesters]] — AOE tools that benefit from books&lt;br /&gt;
* [[Prestige]] — unlocks Tier 2 and Tier 3 books&lt;br /&gt;
* [[Skill trees]] — unlocks Tier 1 books and direct upgrades&lt;br /&gt;
* [[Economy]] — Master Smith as a money sink&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Sidebar&amp;diff=31</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=MediaWiki:Sidebar&amp;diff=31"/>
		<updated>2026-05-27T15:01:36Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Configure sidebar navigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** Main_Page|Home&lt;br /&gt;
** Getting started|Getting started&lt;br /&gt;
** Economy|Economy&lt;br /&gt;
** Commands|Commands&lt;br /&gt;
** Frequently asked questions|FAQ&lt;br /&gt;
* Jobs&lt;br /&gt;
** Jobs|Overview&lt;br /&gt;
** Miner|Miner&lt;br /&gt;
** Farmer|Farmer&lt;br /&gt;
** Builder|Builder&lt;br /&gt;
** Woodcutter|Woodcutter&lt;br /&gt;
** Hunter|Hunter&lt;br /&gt;
** Fisherman|Fisherman&lt;br /&gt;
* Progression&lt;br /&gt;
** Skill trees|Skill trees&lt;br /&gt;
** Prestige|Prestige&lt;br /&gt;
** Drills and harvesters|Drills &amp;amp; harvesters&lt;br /&gt;
** Master Smith|Master Smith&lt;br /&gt;
** Crates|Crates&lt;br /&gt;
* Land &amp;amp; rules&lt;br /&gt;
** Real estate|Real estate&lt;br /&gt;
** Zoning regulations|Zoning&lt;br /&gt;
** Contracts|Contracts&lt;br /&gt;
** Server rules|Rules&lt;br /&gt;
* Plugins&lt;br /&gt;
** ChestShop|ChestShop&lt;br /&gt;
** Admin shop|Admin shop&lt;br /&gt;
** Essentials|Essentials&lt;br /&gt;
** BOLT|BOLT&lt;br /&gt;
** Simple Voice Chat|Voice chat&lt;br /&gt;
** CoreProtect|CoreProtect&lt;br /&gt;
** Plot rental|Plot rental&lt;br /&gt;
** Bedrock setup|Bedrock&lt;br /&gt;
* community&lt;br /&gt;
** Lore|World lore&lt;br /&gt;
** Special:RecentChanges|Recent changes&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=30</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=30"/>
		<updated>2026-05-27T14:58:01Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add new page links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the official wiki for &#039;&#039;&#039;Prosperity SMP&#039;&#039;&#039;, a Minecraft survival economy server running Paper 1.21.8.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
New to the server? Read the [[Getting started|new player guide]] to learn how to join, pick a job, and earn your first paycheck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server address:&#039;&#039;&#039; &amp;lt;code&amp;gt;play.prosperitysmp.com&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bedrock port:&#039;&#039;&#039; &amp;lt;code&amp;gt;19132&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Version:&#039;&#039;&#039; Paper 1.21.8 (Java + Bedrock cross-play)&lt;br /&gt;
&lt;br /&gt;
== Quick links ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Gameplay&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Reference&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Getting started]] — first steps on the server&lt;br /&gt;
* [[Jobs]] — how to earn money&lt;br /&gt;
* [[Economy]] — how the economy works&lt;br /&gt;
* [[Contracts]] — civic delivery quests&lt;br /&gt;
* [[Real estate]] — buying land&lt;br /&gt;
* [[Prestige]] — endgame progression&lt;br /&gt;
|&lt;br /&gt;
* [[Server rules]] — what you need to know&lt;br /&gt;
* [[Commands]] — player-facing command list&lt;br /&gt;
* [[Frequently asked questions|FAQ]] — common issues and fixes&lt;br /&gt;
* [[Zoning regulations]] — plot types and building rules&lt;br /&gt;
* [[Skill trees]] — per-job perk unlocks&lt;br /&gt;
* [[Crates]] — loot from job progression&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Pays for !! Key unlocks&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Breaking stone, ores, deepslate || Drills, Master Smith upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Harvesting crops || Harvesters, auto-replant tools&lt;br /&gt;
|-&lt;br /&gt;
| [[Builder]] || Placing blocks || Civic contracts (primary income)&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcutter]] || Chopping logs || Tree-felling upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Killing hostile mobs || Dungeon access, combat gear&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherman]] || Catching fish || Rod enchants, rare-fish perks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
These plugins power the server&#039;s core systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| [[ChestShop]] || Player-owned shops (buy and sell signs)&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin shop]] || Server shop (&amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| [[BOLT]] || Automatic chest and door locking&lt;br /&gt;
|-&lt;br /&gt;
| [[Essentials]] || Homes, teleportation, mail, economy commands&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Voice Chat]] || Proximity voice chat (Java mod)&lt;br /&gt;
|-&lt;br /&gt;
| [[CoreProtect]] || Block inspection for grief checking&lt;br /&gt;
|-&lt;br /&gt;
| [[Plot rental]] || Renting and buying land plots (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bedrock setup]] || Connecting from Bedrock Edition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
* [https://discord.gg/prosperitysmp Discord server]&lt;br /&gt;
* [[Lore]] — world history and region naming&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Plot_rental&amp;diff=29</id>
		<title>Plot rental</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Plot_rental&amp;diff=29"/>
		<updated>2026-05-27T14:57:35Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plot rental&#039;&#039;&#039; on Prosperity SMP is managed by the AdvancedRegionMarket (ARM) plugin. Players rent or purchase plots by clicking signs at available plots.&lt;br /&gt;
&lt;br /&gt;
== Finding plots ==&lt;br /&gt;
Available plots display signs showing the plot name (e.g., R001, C015), zone type, price, and status. Look for them in the city and surrounding areas.&lt;br /&gt;
&lt;br /&gt;
== Renting ==&lt;br /&gt;
# Find an available plot sign.&lt;br /&gt;
# Right-click the sign to view details.&lt;br /&gt;
# Click to confirm the rental.&lt;br /&gt;
# Build within the plot boundaries.&lt;br /&gt;
&lt;br /&gt;
Rent is charged on a recurring basis. If rent is not paid, the plot returns to available status.&lt;br /&gt;
&lt;br /&gt;
== Extending rent ==&lt;br /&gt;
Rent auto-renews as long as you have sufficient balance. There is a maximum extension time per plot.&lt;br /&gt;
&lt;br /&gt;
== Plot rules ==&lt;br /&gt;
* Build only within your boundaries.&lt;br /&gt;
* Follow [[Zoning regulations]] for your plot type.&lt;br /&gt;
* Abandoned plots may be reclaimed by staff after extended inactivity plus missed rent.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Real estate]] — plot types and zones&lt;br /&gt;
* [[Zoning regulations]] — building restrictions&lt;br /&gt;
* [[BOLT]] — protecting builds&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Essentials&amp;diff=28</id>
		<title>Essentials</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Essentials&amp;diff=28"/>
		<updated>2026-05-27T14:57:26Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Essentials&#039;&#039;&#039; provides core utility commands on Prosperity SMP, including homes, teleportation, messaging, and mail.&lt;br /&gt;
&lt;br /&gt;
== Homes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/sethome &amp;amp;lt;name&amp;amp;gt;&amp;lt;/code&amp;gt; || Save current location as a named home&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/home &amp;amp;lt;name&amp;amp;gt;&amp;lt;/code&amp;gt; || Teleport to a saved home&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/homes&amp;lt;/code&amp;gt; || List all saved homes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/delhome &amp;amp;lt;name&amp;amp;gt;&amp;lt;/code&amp;gt; || Delete a saved home&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You start with a limited number of home slots. Additional slots can be earned through vouchers from [[Crates|prestige crates]].&lt;br /&gt;
&lt;br /&gt;
== Teleportation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/spawn&amp;lt;/code&amp;gt; || Teleport to spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/tpa &amp;amp;lt;player&amp;amp;gt;&amp;lt;/code&amp;gt; || Request to teleport to a player&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/tpahere &amp;amp;lt;player&amp;amp;gt;&amp;lt;/code&amp;gt; || Request a player to teleport to you&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/tpaccept&amp;lt;/code&amp;gt; || Accept a teleport request&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/tpdeny&amp;lt;/code&amp;gt; || Deny a request&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/rtp&amp;lt;/code&amp;gt; || Random teleport to resource world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/back&amp;lt;/code&amp;gt; || Return to last location&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Teleport requests expire after 60 seconds.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/balance&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/bal&amp;lt;/code&amp;gt;) || Check balance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/pay &amp;amp;lt;player&amp;amp;gt; &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Send money&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/baltop&amp;lt;/code&amp;gt; || Balance leaderboard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/msg &amp;amp;lt;player&amp;amp;gt; &amp;amp;lt;message&amp;amp;gt;&amp;lt;/code&amp;gt; || Private message (online players)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/r &amp;amp;lt;message&amp;amp;gt;&amp;lt;/code&amp;gt; || Reply to last message&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/mail send &amp;amp;lt;player&amp;amp;gt; &amp;amp;lt;message&amp;amp;gt;&amp;lt;/code&amp;gt; || Send mail (works offline)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/mail read&amp;lt;/code&amp;gt; || Read mail&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/mail clear&amp;lt;/code&amp;gt; || Clear read mail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/seen &amp;amp;lt;player&amp;amp;gt;&amp;lt;/code&amp;gt; || When a player was last online&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/list&amp;lt;/code&amp;gt; || Who is online&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/near&amp;lt;/code&amp;gt; || Nearby players&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ping&amp;lt;/code&amp;gt; || Connection latency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Commands]] — full reference&lt;br /&gt;
* [[Getting started]] — new player guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Economy&amp;diff=27</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Economy&amp;diff=27"/>
		<updated>2026-05-27T14:57:08Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;economy&#039;&#039;&#039; on Prosperity SMP is player-driven. Money enters through [[Jobs|job wages]], [[Contracts|contracts]], and crate rewards. Money leaves through the [[Admin shop]], land purchases, [[Prestige|prestige costs]], and tool upgrades. Player-to-player trading via [[ChestShop]] forms the backbone of the market.&lt;br /&gt;
&lt;br /&gt;
== Money sources ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! How it works !! Typical income&lt;br /&gt;
|-&lt;br /&gt;
| [[Jobs|Job wages]] || Automatic pay per action || $300-400/hr at L1, $1,200+/hr at L50 with tools&lt;br /&gt;
|-&lt;br /&gt;
| [[Contracts|Civic contracts]] || Deliver materials for cash || 1.5-3x material value&lt;br /&gt;
|-&lt;br /&gt;
| [[Crates]] || Random loot from job progression || $75 (apprentice) to $2,000+ (prestige)&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin shop]] sell || Sell to server shop || Floor price, guaranteed buyer&lt;br /&gt;
|-&lt;br /&gt;
| Stipends || Bonus drops while working || Gunpowder (Miner), bone meal (Farmer), arrows (Hunter)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Money sinks ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sink !! Cost range&lt;br /&gt;
|-&lt;br /&gt;
| [[Real estate|Plot purchases]] || Varies by auction&lt;br /&gt;
|-&lt;br /&gt;
| Drill and harvester purchases || $1,000-6,500 per tool&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner#Master Smith|Master Smith]] books || $10,000-120,000 per book + diamond blocks&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige]] costs || $25,000-1,000,000 per tier + materials&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin shop]] purchases || Market-rate pricing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Market prices ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/market &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; to check the median price for any item based on recent trades.&lt;br /&gt;
&lt;br /&gt;
== Tips for building wealth ==&lt;br /&gt;
# &#039;&#039;&#039;Join a job first.&#039;&#039;&#039; Job wages are the most reliable income.&lt;br /&gt;
# &#039;&#039;&#039;Sell to players, not the admin shop.&#039;&#039;&#039; Player shops almost always pay more.&lt;br /&gt;
# &#039;&#039;&#039;Complete contracts.&#039;&#039;&#039; They pay 1.5-3x the material value.&lt;br /&gt;
# &#039;&#039;&#039;Upgrade your tools.&#039;&#039;&#039; Drills and harvesters pay for themselves within hours.&lt;br /&gt;
# &#039;&#039;&#039;Invest in land.&#039;&#039;&#039; Commercial plots let you run a [[ChestShop]] that earns money while offline.&lt;br /&gt;
# &#039;&#039;&#039;Check /market before pricing.&#039;&#039;&#039; Price competitively against existing sellers.&lt;br /&gt;
&lt;br /&gt;
== Inflation ==&lt;br /&gt;
The server monitors money supply and prices through an automated economic dashboard. Gradual price increases are normal as money enters through wages. Hoarding cash loses value slowly; investing in tools, land, and inventory preserves wealth.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — primary income source&lt;br /&gt;
* [[ChestShop]] — player-to-player trading&lt;br /&gt;
* [[Prestige]] — endgame money sink&lt;br /&gt;
* [[Contracts]] — bonus income&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Prestige&amp;diff=26</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Prestige&amp;diff=26"/>
		<updated>2026-05-27T14:53:39Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;prestige system&#039;&#039;&#039; allows players who reach level 50 in a [[Jobs|job]] to reset to level 1 in exchange for permanent bonuses, exclusive titles, and a prestige-tier tool. Players can prestige each job independently up to five times (P1 through P5).&lt;br /&gt;
&lt;br /&gt;
== How to prestige ==&lt;br /&gt;
# Reach level 50 in any job.&lt;br /&gt;
# Gather the required money and materials for the next prestige tier.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;/prestige &amp;amp;lt;job&amp;amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Your job level resets to 1. All bonuses from the prestige are permanent.&lt;br /&gt;
&lt;br /&gt;
== Prestige costs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Money !! Diamond blocks !! Iron blocks !! Gold blocks !! Emerald blocks !! Netherite ingots !! Title&lt;br /&gt;
|-&lt;br /&gt;
| P1 || $25,000 || 3 || 16 || 8 || — || — || Reborn&lt;br /&gt;
|-&lt;br /&gt;
| P2 || $75,000 || 8 || 32 || 16 || 8 || — || Twice-Forged&lt;br /&gt;
|-&lt;br /&gt;
| P3 || $200,000 || 16 || 64 || 32 || 16 || 1 || Thrice-Forged&lt;br /&gt;
|-&lt;br /&gt;
| P4 || $500,000 || 32 || 128 || 64 || 32 || 3 || Mythic&lt;br /&gt;
|-&lt;br /&gt;
| P5 || $1,000,000 || 64 || — || — || 64 || 8 || Eternal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Material costs use blocks (not raw ingots) for iron, gold, emerald, and diamond. Total cost to P5 in one job is approximately $1.8 million plus significant material investment.&lt;br /&gt;
&lt;br /&gt;
== Prestige bonuses ==&lt;br /&gt;
Each tier grants cumulative bonuses that persist through the reset:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Income bonus !! XP bonus !! Total income !! Total XP&lt;br /&gt;
|-&lt;br /&gt;
| P1 || +5% || +10% || +5% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| P2 || +5% || +10% || +10% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| P3 || +5% || +10% || +15% || +30%&lt;br /&gt;
|-&lt;br /&gt;
| P4 || +5% || +10% || +20% || +40%&lt;br /&gt;
|-&lt;br /&gt;
| P5 || +5% || +10% || +25% || +50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prestige titles ==&lt;br /&gt;
Prestige titles replace the regular job title in chat and the tab list. They outrank all standard level titles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Title !! Color&lt;br /&gt;
|-&lt;br /&gt;
| P1 || Reborn || Gold&lt;br /&gt;
|-&lt;br /&gt;
| P2 || Twice-Forged || Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| P3 || Thrice-Forged || Pink&lt;br /&gt;
|-&lt;br /&gt;
| P4 || Mythic || Red&lt;br /&gt;
|-&lt;br /&gt;
| P5 || Eternal || Dark red&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The title displays as &amp;lt;code&amp;gt;[Reborn Miner]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[Eternal Farmer]&amp;lt;/code&amp;gt;, etc., combining the prestige prefix with the job name.&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
Each prestige grants a named tool specific to the job. All prestige tools share the same base enchants (the tool name and color change per tier, but stats are identical):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Tool type !! Enchants !! Special&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Netherite pickaxe || Efficiency V, Fortune III, Unbreaking V || 3x3 AOE mining&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Netherite hoe || Efficiency V, Unbreaking V || 3x3 AOE farming + auto-replant&lt;br /&gt;
|-&lt;br /&gt;
| [[Builder]] || Netherite shovel || Efficiency V, Unbreaking V || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcutter]] || Netherite axe || Efficiency V, Sharpness IV, Unbreaking V || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Bow || Power V, Infinity, Unbreaking V || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherman]] || Fishing rod || Luck of the Sea III, Lure III, Unbreaking V || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prestige tools are &#039;&#039;&#039;soulbound&#039;&#039;&#039; (never drop on death) and &#039;&#039;&#039;tradeable&#039;&#039;&#039; (the original owner&#039;s name stays engraved as cosmetic provenance).&lt;br /&gt;
&lt;br /&gt;
The real stat progression beyond the base prestige tool comes from [[Miner#Master Smith|Master Smith]] book tiers, which unlock at P2 (Tier 2 books) and P4 (Tier 3 books) for the Miner career.&lt;br /&gt;
&lt;br /&gt;
== Prestige crates ==&lt;br /&gt;
At P1, the player also receives a job-specific prestige crate. At P2 through P5, an advanced prestige crate is given instead. See [[Crates]] for details on prestige crate contents, including the master tool roll (42% at P1) and the +1 enchant upgrade slot (5% at P2-P5).&lt;br /&gt;
&lt;br /&gt;
== Multiple jobs ==&lt;br /&gt;
Players can prestige each job independently. A player might hold Miner P5 and Farmer P3 simultaneously. Prestige bonuses apply only to the job they were earned in.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — job system overview&lt;br /&gt;
* [[Crates]] — prestige crate contents&lt;br /&gt;
* [[Miner]] — Miner-specific prestige details and Master Smith books&lt;br /&gt;
* [[Skill trees]] — per-job perk unlocks&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Lore&amp;diff=25</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Lore&amp;diff=25"/>
		<updated>2026-05-27T14:49:01Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of &#039;&#039;&#039;Prosperity SMP&#039;&#039;&#039; spans multiple biomes connected by trade routes and frontier paths. This page documents the server&#039;s lore and region naming.&lt;br /&gt;
&lt;br /&gt;
== The frontier ==&lt;br /&gt;
Prosperity SMP is set on a frontier — a recently discovered landmass where settlers have established a growing economy. The server&#039;s tagline, &amp;quot;Build wealth. Shape the frontier,&amp;quot; reflects this theme.&lt;br /&gt;
&lt;br /&gt;
Players arrive as newcomers to the frontier, starting with nothing and building wealth through [[Jobs|labor]], [[Contracts|contracts]], and trade.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
The server consists of several distinct areas:&lt;br /&gt;
&lt;br /&gt;
; Spawn and city center&lt;br /&gt;
: The starting area where new players arrive. Contains the job center, contract board, [[Admin shop]], and market district.&lt;br /&gt;
&lt;br /&gt;
; Resource world&lt;br /&gt;
: A separate world dedicated to mining, farming, and gathering. Resources here regenerate periodically. Use &amp;lt;code&amp;gt;/rtp&amp;lt;/code&amp;gt; to teleport to a random location.&lt;br /&gt;
&lt;br /&gt;
; Nether&lt;br /&gt;
: Accessible via portals in the resource world. Contains nether-exclusive resources including ancient debris.&lt;br /&gt;
&lt;br /&gt;
; The End&lt;br /&gt;
: Accessible via the stronghold in the resource world. Contains end cities, shulkers, and elytra.&lt;br /&gt;
&lt;br /&gt;
== Economy lore ==&lt;br /&gt;
The frontier economy is player-driven. The [[Admin shop]] represents a baseline government exchange, while player [[ChestShop|shops]] form the real market. [[Contracts|Civic contracts]] represent the settlement&#039;s infrastructure needs — the government pays workers to supply materials for public works.&lt;br /&gt;
&lt;br /&gt;
The prestige system represents mastery — a player who reaches [[Jobs#Prestige|Eternal]] status in a job has demonstrated deep expertise and invested significant resources into the frontier&#039;s growth.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Getting started]] — new player guide&lt;br /&gt;
* [[Real estate]] — settling on the frontier&lt;br /&gt;
* [[Jobs]] — career paths&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Crates&amp;diff=24</id>
		<title>Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Crates&amp;diff=24"/>
		<updated>2026-05-27T14:49:00Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crates&#039;&#039;&#039; are loot boxes earned through [[Jobs|job]] progression on Prosperity SMP. Each job has three crate tiers plus prestige crates for players who have completed the prestige system.&lt;br /&gt;
&lt;br /&gt;
== Crate tiers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level range !! Average value !! Design role&lt;br /&gt;
|-&lt;br /&gt;
| Apprentice || 1-15 || ~$75 || Early-game progression help&lt;br /&gt;
|-&lt;br /&gt;
| Master || 16-35 || ~$300 || Mid-game gear&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 36-50 || ~$1,000 + soulbound chance || Endgame progression&lt;br /&gt;
|-&lt;br /&gt;
| Prestige || Prestige P1+ || ~$2,000 + master tool chance || Prestige payoff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to obtain crates ==&lt;br /&gt;
Crates are earned in two ways:&lt;br /&gt;
# &#039;&#039;&#039;Level-up rewards&#039;&#039;&#039; — guaranteed crate of the matching tier when you level up.&lt;br /&gt;
# &#039;&#039;&#039;Random drops&#039;&#039;&#039; — small chance per dollar earned through job work to receive a crate of the matching tier.&lt;br /&gt;
&lt;br /&gt;
== Opening crates ==&lt;br /&gt;
Right-click a crate key in your inventory to open it. The reward is determined by weighted random roll from the crate&#039;s loot table.&lt;br /&gt;
&lt;br /&gt;
== Rarity tiers (per crate) ==&lt;br /&gt;
Each crate has four rarity tiers with different drop weights:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rarity !! Typical weight !! Reward type&lt;br /&gt;
|-&lt;br /&gt;
| Common || 55-60% || Raw materials, basic resources&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 25% || Mid-tier gear, refined materials&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 12% || Enchanted gear, valuable items&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 3-5% || High-value items, cash, soulbound utilities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Legendary crates additionally have a 5% chance to roll a soulbound utility item (Ender Pouch, Healer&#039;s Stone, or Repair Hammer).&lt;br /&gt;
&lt;br /&gt;
== Prestige crates ==&lt;br /&gt;
At prestige P1, players receive a job-specific prestige crate with a 42% chance to roll the job&#039;s master tool (the only source of Mending on the server). At P2 through P5, an advanced prestige crate is given with a 5% chance to upgrade an existing master tool&#039;s enchant level by +1.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — job system and prestige&lt;br /&gt;
* [[Getting started]] — new player guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Skill_trees&amp;diff=23</id>
		<title>Skill trees</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Skill_trees&amp;diff=23"/>
		<updated>2026-05-27T14:49:00Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Jobs|job]] on Prosperity SMP has a &#039;&#039;&#039;skill tree&#039;&#039;&#039; with nodes that unlock at specific levels. Players spend skill points to activate passive bonuses, utility perks, and access to advanced equipment.&lt;br /&gt;
&lt;br /&gt;
== Accessing the skill tree ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/skills&amp;lt;/code&amp;gt; to open the skill tree menu for your current job. The menu shows all available nodes, which ones you have unlocked, and what level is required for each.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
* You earn skill points as you level up your job.&lt;br /&gt;
* Each node costs one or more skill points to activate.&lt;br /&gt;
* Once activated, a node&#039;s benefits are permanent for that job (they persist through prestige).&lt;br /&gt;
* Some nodes are gated behind other nodes — you must unlock prerequisites first.&lt;br /&gt;
&lt;br /&gt;
== Notable Miner nodes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Node !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Efficiency path || 35+ || Unlocks Efficiency VII at the [[Miner#Master Smith|Master Smith]]&lt;br /&gt;
|-&lt;br /&gt;
| Prospector path || 45+ || Unlocks Fortune V at the Master Smith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These nodes do not directly grant the enchant — they grant permission to purchase the upgrade at the Master Smith station.&lt;br /&gt;
&lt;br /&gt;
== Other jobs ==&lt;br /&gt;
Each of the six jobs (Miner, Farmer, Builder, Woodcutter, Hunter, Fisherman) has its own skill tree with job-specific nodes. The &amp;lt;code&amp;gt;/skills&amp;lt;/code&amp;gt; menu adapts to whichever job you currently hold.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Miner]] — Miner-specific skill tree details&lt;br /&gt;
* [[Commands]] — &amp;lt;code&amp;gt;/skills&amp;lt;/code&amp;gt; command&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Zoning_regulations&amp;diff=22</id>
		<title>Zoning regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Zoning_regulations&amp;diff=22"/>
		<updated>2026-05-27T14:48:18Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Zoning regulations&#039;&#039;&#039; define what can be built and operated on each plot type on Prosperity SMP. All plots fall into one of three zones: residential (R), commercial (C), or industrial (I).&lt;br /&gt;
&lt;br /&gt;
== Residential (R) ==&lt;br /&gt;
Residential plots are for personal homes and private builds.&lt;br /&gt;
* Players may build homes, gardens, and personal storage.&lt;br /&gt;
* Commercial activity (shops, paid services) is not permitted on residential plots.&lt;br /&gt;
* One residence per player unless additional plots are purchased.&lt;br /&gt;
&lt;br /&gt;
== Commercial (C) ==&lt;br /&gt;
Commercial plots are for businesses, shops, and public services.&lt;br /&gt;
* Players must maintain a public-facing storefront, office, or service.&lt;br /&gt;
* [[ChestShop]] signs are encouraged on commercial plots.&lt;br /&gt;
* Residential use is permitted as a secondary purpose (e.g., living above a shop).&lt;br /&gt;
&lt;br /&gt;
== Industrial (I) ==&lt;br /&gt;
Industrial plots are for large-scale production and farming.&lt;br /&gt;
* Automated crop farms, animal farms, and material processing are permitted.&lt;br /&gt;
* AFK farming remains prohibited per [[Server rules]].&lt;br /&gt;
* Industrial plots may be larger than residential or commercial plots.&lt;br /&gt;
&lt;br /&gt;
== General rules ==&lt;br /&gt;
* Build only within your plot boundaries. Encroaching on roads, paths, or neighboring plots is prohibited.&lt;br /&gt;
* No offensive structures in any zone. See [[Server rules]].&lt;br /&gt;
* Plot owners are responsible for maintaining their builds. Abandoned plots may be reclaimed by staff after notice.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Real estate]] — how to acquire plots&lt;br /&gt;
* [[Server rules]] — general conduct rules&lt;br /&gt;
* [[BOLT]] — protecting your builds&lt;br /&gt;
&lt;br /&gt;
[[Category:Policies]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Real_estate&amp;diff=21</id>
		<title>Real estate</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Real_estate&amp;diff=21"/>
		<updated>2026-05-27T14:48:17Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Real estate&#039;&#039;&#039; on Prosperity SMP consists of purchasable land plots in three zone types. Plots are sold as bare land — players design and build their own structures within [[Zoning regulations|zoning rules]].&lt;br /&gt;
&lt;br /&gt;
== Plot types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Prefix !! Zone type !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| R || Residential || Homes, personal builds&lt;br /&gt;
|-&lt;br /&gt;
| C || Commercial || Shops, market stalls, businesses&lt;br /&gt;
|-&lt;br /&gt;
| I || Industrial || Farms, factories, large-scale production&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Plots follow a 3-character prefix + 3-digit number naming scheme (e.g., R001, C015, I003).&lt;br /&gt;
&lt;br /&gt;
== Acquiring a plot ==&lt;br /&gt;
Plots are sold through auctions or direct purchase depending on availability. Check the real estate board near spawn or ask staff on Discord for current listings.&lt;br /&gt;
&lt;br /&gt;
== Building rules ==&lt;br /&gt;
All builds must comply with the [[Zoning regulations]] for their zone type. Key restrictions:&lt;br /&gt;
* Residential plots cannot operate commercial shops.&lt;br /&gt;
* Commercial plots must have a public-facing storefront or service.&lt;br /&gt;
* Industrial plots may contain large automated farms but must follow AFK farming rules.&lt;br /&gt;
&lt;br /&gt;
See [[Zoning regulations]] for the complete ruleset.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Zoning regulations]] — detailed building restrictions per zone&lt;br /&gt;
* [[Server rules]] — general conduct rules&lt;br /&gt;
* [[ChestShop]] — setting up a shop on a commercial plot&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Contracts&amp;diff=20</id>
		<title>Contracts</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Contracts&amp;diff=20"/>
		<updated>2026-05-27T14:48:17Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Civic contracts&#039;&#039;&#039; are bulk delivery quests on Prosperity SMP. Players hand in specified materials to earn cash rewards. Contracts have cooldowns and daily caps to prevent exploitation.&lt;br /&gt;
&lt;br /&gt;
== How contracts work ==&lt;br /&gt;
# Run &amp;lt;code&amp;gt;/contracts&amp;lt;/code&amp;gt; to see all active contracts.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;/contractinfo &amp;amp;lt;id&amp;amp;gt;&amp;lt;/code&amp;gt; to view details for a specific contract (material, quantity, reward, cooldown, daily cap).&lt;br /&gt;
# Gather the required materials in your inventory.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;/deliver &amp;amp;lt;id&amp;amp;gt;&amp;lt;/code&amp;gt; to hand in the items and receive payment.&lt;br /&gt;
&lt;br /&gt;
== Contract details ==&lt;br /&gt;
Each contract specifies:&lt;br /&gt;
; Material&lt;br /&gt;
: The item type to deliver (e.g., cobblestone, iron ingot, oak log).&lt;br /&gt;
; Quantity&lt;br /&gt;
: The number of items per delivery.&lt;br /&gt;
; Reward&lt;br /&gt;
: Cash payout per successful delivery. Contracts typically pay 1.5 to 3 times the raw material value.&lt;br /&gt;
; Cooldown&lt;br /&gt;
: Minimum time between deliveries (default: 30 minutes).&lt;br /&gt;
; Daily cap&lt;br /&gt;
: Maximum deliveries per day (default: 10).&lt;br /&gt;
&lt;br /&gt;
== Pricing philosophy ==&lt;br /&gt;
Contract rewards are calibrated against the [[Jobs|job wage]] baseline of 25-175 per hour for new players. Contracts offer bonus income on top of regular job wages, especially for the [[Builder]] career where per-block wages are low.&lt;br /&gt;
&lt;br /&gt;
== Sign interaction ==&lt;br /&gt;
Right-clicking a sign with &amp;lt;code&amp;gt;[Contract]&amp;lt;/code&amp;gt; on line 1 and a contract ID on line 2 opens the contract info display for that contract.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/contracts&amp;lt;/code&amp;gt; || List all active contracts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/contractinfo &amp;amp;lt;id&amp;amp;gt;&amp;lt;/code&amp;gt; || View details for one contract&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/deliver &amp;amp;lt;id&amp;amp;gt;&amp;lt;/code&amp;gt; || Hand in items and get paid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — primary income source&lt;br /&gt;
* [[Getting started]] — includes contract introduction&lt;br /&gt;
* [[Commands]] — full command reference&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Fisherman&amp;diff=19</id>
		<title>Fisherman</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Fisherman&amp;diff=19"/>
		<updated>2026-05-27T14:47:42Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Fisherman&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Fishermen earn wages by catching fish.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join fisherman&amp;lt;/code&amp;gt; or select Fisherman from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Fishermen earn approximately /usr/bin/bash.30 per fish caught. All vanilla fish types qualify. Treasure catches (enchanted books, saddles, nautilus shells) do not pay wages but are valuable as loot.&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
The Fisherman prestige tool is a fishing rod with Luck of the Sea III, Lure III, and Unbreaking V.&lt;br /&gt;
&lt;br /&gt;
== Skill tree ==&lt;br /&gt;
The Fisherman skill tree includes perks for improved rod enchant levels, wage bonuses, and rare-fish detection. See [[Skill trees]] for details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Fisherman skill tree nodes&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Hunter&amp;diff=18</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Hunter&amp;diff=18"/>
		<updated>2026-05-27T14:47:41Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Hunter&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Hunters earn wages by killing hostile mobs. The Hunter career path is combat-focused, designed around mob farming and future dungeon content.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join hunter&amp;lt;/code&amp;gt; or select Hunter from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Hunters earn approximately /usr/bin/bash.50 per hostile mob killed. Pay varies slightly by mob type, with stronger mobs paying more.&lt;br /&gt;
&lt;br /&gt;
== Stipends ==&lt;br /&gt;
While killing mobs, Hunters have a 10% chance per kill to receive 2 arrows as a stipend drop.&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
The Hunter prestige tool is a bow with Power V, Punch II, Infinity, and Unbreaking V.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Hunter skill tree nodes&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Woodcutter&amp;diff=17</id>
		<title>Woodcutter</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Woodcutter&amp;diff=17"/>
		<updated>2026-05-27T14:47:41Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Woodcutter&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Woodcutters earn wages by chopping logs.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join woodcutter&amp;lt;/code&amp;gt; or select Woodcutter from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Woodcutters earn approximately /usr/bin/bash.025 per log chopped. All log types (oak, spruce, birch, jungle, acacia, dark oak, mangrove, cherry, bamboo) qualify.&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
The Woodcutter prestige tool is a netherite axe with Efficiency V, Sharpness IV, and Unbreaking V.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Woodcutter skill tree nodes&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Builder&amp;diff=16</id>
		<title>Builder</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Builder&amp;diff=16"/>
		<updated>2026-05-27T14:47:40Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Builder&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Builders earn wages by placing blocks. Unlike other jobs, Builder income relies heavily on [[Contracts|civic contracts]] rather than per-action wages, since the base placement wage is low by design.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join builder&amp;lt;/code&amp;gt; or select Builder from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Builders earn approximately /usr/bin/bash.015 per block placed. This is intentionally lower than other jobs because Builder income is meant to come primarily from contracts.&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
Civic contracts at the contract board offer bulk material deliveries for bonus payouts. Builder-relevant contracts typically require stone bricks, glass, concrete, or other building materials. See [[Contracts]] for the full system.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
Each job has its own title progression at levels 1, 10, 20, 30, 40, and 50. Prestige titles outrank regular titles.&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
The Builder prestige tool is a netherite shovel with Efficiency V and Unbreaking V.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Contracts]] — civic contract system&lt;br /&gt;
* [[Zoning regulations]] — building rules by plot type&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Farmer&amp;diff=15</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Farmer&amp;diff=15"/>
		<updated>2026-05-27T14:47:18Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Farmer&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP. Farmers earn wages by harvesting crops. Higher levels unlock harvesters (3x3 AOE farming tools with auto-replant).&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join farmer&amp;lt;/code&amp;gt; or select Farmer from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
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== Pay rates ==&lt;br /&gt;
Farmers earn per crop harvested. Wages increase by 1% per level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop !! Base wage&lt;br /&gt;
|-&lt;br /&gt;
| Wheat, carrots, potatoes, beetroot || ~$0.030&lt;br /&gt;
|-&lt;br /&gt;
| Melon, pumpkin || ~$0.025&lt;br /&gt;
|-&lt;br /&gt;
| Sugar cane || ~$0.025&lt;br /&gt;
|-&lt;br /&gt;
| Nether wart || ~$0.030&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harvesters ==&lt;br /&gt;
Harvesters are 3x3 AOE hoes that break a 9-crop area with each swing and auto-replant the harvested crops. They are purchased with &amp;lt;code&amp;gt;/buyharvester&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Name !! Level !! Price !! Base !! Enchants&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Compact Harvester || 15 || $1,000 || Iron hoe || Efficiency III, Unbreaking III&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Industrial Harvester || 30 || $2,500 || Diamond hoe || Efficiency IV, Unbreaking III&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Apex Harvester || 45 || $5,000 || Netherite hoe || Efficiency V, Unbreaking III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Harvesters work anywhere the player has block-break permissions. They only activate on fully-grown crops — breaking unripe crops with a harvester does not pay wages.&lt;br /&gt;
&lt;br /&gt;
== Stipends ==&lt;br /&gt;
While farming, Farmers have a 7% chance per crop harvested to receive 1 bone meal as a stipend drop.&lt;br /&gt;
&lt;br /&gt;
== Prestige tools ==&lt;br /&gt;
Each prestige tier grants a named prestige harvester (Reborn Harvester, Twice-Forged Harvester, etc.) with Efficiency V and Unbreaking V on a netherite base. The tool includes 3x3 AOE farming with auto-replant.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
Each job has its own title progression at levels 1, 10, 20, 30, 40, and 50. Prestige titles (Reborn through Eternal) outrank regular titles.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Farmer skill tree nodes&lt;br /&gt;
* [[Miner]] — the mining career path&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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