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ECO Economy Management Guide 2025

ECO Economy Management Guide 2025

Building a functional ECO economy is crucial for civilization growth. This guide covers currency systems, markets, taxation, and trade management for your server.

💰 Economy Overview

  • Currency: Server-based or barter system
  • Market: Player-to-player trading platform
  • Taxation: Government-collected fees
  • Trade: Essential for resource distribution

Currency Configuration

Enabling Currency

Access web interface at http://your-server:3001 and configure:

{
  "CurrencyEnabled": true,
  "CurrencyName": "EcoCoins",
  "CurrencySymbol": "🌱",
  "StartingBalance": 100,
  "MaxBalance": 1000000
}

Currency Settings

SettingDescriptionRecommended
Starting BalanceInitial coins for new players50-200
Currency NameDisplay name in UICustom server theme
Max BalanceMaximum player holdingsUnlimited or very high
Decimal PlacesFractional coins allowed0-2 (2 recommended)

Market System

Global Market

The global market allows players to trade resources, crafted goods, and services:

  • Listing Items: Players sell items to global market
  • Buying Items: Purchase from other players
  • Auctions: Competitive bidding system
  • Fees: Small transaction fees to prevent spam

Market Configuration

{
  "MarketEnabled": true,
  "ListingFee": 1.0,
  "AuctionFee": 2.0,
  "MaxListings": 20,
  "MinPrice": 0.01
}

Local Markets

Players can create local markets within their claims:

  • Permission: Set by claim owner
  • Access: Public or restricted to whitelisted players
  • Fees: Optional local transaction fees
  • Currency: Can use local barter if currency disabled

Taxation System

Government Taxes

Configurable tax rates for various transactions:

{
  "TaxationEnabled": true,
  "IncomeTaxRate": 0.05,
  "SalesTaxRate": 0.03,
  "PropertyTaxRate": 0.01,
  "TaxCollectionInterval": 86400
}

Tax Types

Tax TypeRateApplied To
Income Tax5% (recommended)Wages and salaries
Sales Tax3% (recommended)Market transactions
Property Tax1% (recommended)Claim ownership
Resource TaxVariableHigh-tier resource extraction

Tax Fund Management

  • Public Treasury: Visible to all players
  • Use of Funds: Community projects, infrastructure, or distribution
  • Voting Required: Players vote on tax usage
  • Refunds: Not possible - taxes are spent

Banking System

Player Banking

Players can store currency in personal vaults:

  • Interest Rates: Optional savings interest
  • Loans: Bank-provided loans to players
  • Withdrawal Limits: Prevent spam transactions
  • Account Types: Checking, savings, investment

Bank Configuration

{
  "BankingEnabled": true,
  "InterestRate": 0.01,
  "LoanInterestRate": 0.05,
  "MaxLoanAmount": 1000,
  "LoanTermDays": 30
}

Trade & Barter

Barter Mode

For servers without currency, barter systems enable direct trading:

  • Direct Trade: Player-to-player resource exchange
  • Weight System: Resources assigned relative values
  • Trade Hubs: Central locations for barter
  • No Currency Needed: Pure resource economy

Currency Economy

AspectBarterCurrency
ComplexityHigh (requires value knowledge)Low (clear prices)
Learning CurveHigh (new players struggle)Low (intuitive)
TaxationImpossibleEasy (can implement)
ScalabilityDifficult (complex trades)Easy (math works well)

Economy Balance

Inflation Control

  • Currency Sinks: Ways to remove money from economy
  • Tax Rates: Adjust based on player count
  • Resource Scarcity: Limit high-tier spawns
  • Skill Requirements: Make advanced crafting costly

Currency Sinks

MechanicEffectivenessExamples
TaxesHighIncome, sales, property taxes
Transaction FeesMediumMarket listing fees, bank fees
FinesVariableEco violations, pollution taxes
Luxury ItemsLowExpensive cosmetics, decorations

Early Game Balance

Generous Start

Higher starting balance for faster progression.

Abundant Resources

Increased early-game resource spawn rates.

Low Taxes

Reduced early-game tax burden.

Community Focus

Encourage cooperation over competition.

Advanced Features

Stock Market

Enable simulated stock market for economic depth:

  • Commodities: Resources as tradable stocks
  • Companies: Player-run businesses as stocks
  • Dividends: Profit sharing to shareholders
  • Crashes: Market volatility simulation

Cryptocurrency (Optional)

Add mining mechanics to economy:

  • Currency Mining: Computer-based coin generation
  • Energy Costs: Electricity required for mining
  • Difficulty Scaling: More players = harder mining
  • Environmental Impact: Mining affects server ecology

Frequently Asked Questions

Should I use currency or barter?

Currency is easier to manage and tax. Barter provides more challenge and immersion. Use currency for large servers.

What's the ideal tax rate?

Start with 5% income tax, 3% sales tax. Adjust based on server economy health. Higher taxes slow progression.

How do I fix inflation?

Increase currency sinks (taxes, fees, fines). Reduce money spawning. Make high-level skills expensive.

Can players create their own currency?

No, economy is server-wide. Players can use market to trade, but cannot mint currency.

What if economy collapses?

Reset server economy (wipes only currency, not progress) or implement currency reforms. Communicate changes to community first.

Next Steps

Economy Expert Help: Supercraft provides optimized ECO servers with flexible economy configuration for your community's needs.

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