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Economy

From Prosperity SMP Wiki
Revision as of 16:05, 1 June 2026 by Admin (talk | contribs) (Add late-game trade guidance; farms are the input, the market is the income)
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The economy on Prosperity SMP is player-driven. Money enters through job wages, contracts, and crate rewards. Money leaves through the Admin shop, land purchases, prestige costs, and tool upgrades. Player-to-player trading via ChestShop is the backbone of the market — and as you progress, the largest fortunes come not from repeating a single grind, but from producing goods and trading them through ChestShops and the wider market at scale.

Money sources

Source How it works Typical income
Job wages Automatic pay per action $300-400/hr at L1, $1,200+/hr at L50 with tools
Civic contracts Deliver materials for cash 1.5-3x material value
Crates Random loot from job progression $75 (apprentice) to $2,000+ (prestige)
Admin shop sell Sell to server shop Floor price, guaranteed buyer
Stipends Bonus drops while working Gunpowder (Miner), bone meal (Farmer), arrows (Hunter)

Money sinks

Sink Cost range
Plot purchases Varies by auction
Drill and harvester purchases $1,000-6,500 per tool
Master Smith books $10,000-120,000 per book + diamond blocks
Prestige costs $25,000-1,000,000 per tier + materials
Admin shop purchases Market-rate pricing

Market prices

Run /market <item> to check the median price for any item based on recent trades.

Tips for building wealth

  1. Join a job first. Job wages are the most reliable income.
  2. Sell to players, not the admin shop. Player shops almost always pay more.
  3. Complete contracts. They pay 1.5-3x the material value.
  4. Upgrade your tools. Drills and harvesters pay for themselves within hours.
  5. Invest in land. Commercial plots let you run a ChestShop that earns money while offline.
  6. Check /market before pricing. Price competitively against existing sellers.

The late game: produce, then trade

Early on, job wages are your steady paycheck. But the players who build real wealth do it through trade, not by repeating one activity forever. The late-game economy rewards commerce at scale: turning what you produce into a stocked, well-priced business.

A farm or a mine is the input, not the income. A mob farm that pours out gunpowder, an iron farm, or a large crop field is valuable because of what you can do with the output — sell it to other players through ChestShops, supply contracts, or buy low and resell high. The player who runs a farm and sits on the drops earns far less than the one who turns that output into shops other players buy from.

The path scales like a business:

  1. Produce a surplus of something useful — through jobs, farms, mining, or gathering.
  2. Sell it through your own ChestShops. Players almost always pay more than the Admin shop floor.
  3. Reinvest the profit into more stock, better tools, and commercial plots.
  4. Trade up — check /market for what the market is short on, and supply it.

In short: the farm is the input, the market is the income.

Farms are tools, not exploits

Farms are encouraged as a way to produce goods for the market — but they must be played, not automated. Fully AFK setups — auto-clickers, machines that farm while you are away, or anything that removes the "you must be present and interacting" requirement — are not a path to the late game, and are prohibited under the Server rules. They also miss the point of the economy: value comes from real production brought to market, not from idling a machine. A farm you actively run, then sell the output from, is exactly how the late game is meant to work.

Inflation

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.

See also