📖 THE COMPLETE ECONOMY GUIDE

Everything researched, everything built, everything you need — in one place
Big PictureMoney FlowSetup PlayersCreatorsAdmins Game TheoryFix It

🌍 THE BIG PICTURE

This economy is a closed-loop virtual marketplace built from the ground up on two bodies of research: merchandise economics (how digital goods create value) and in-game economy implementation (how virtual worlds prevent collapse).

It has eight interconnected systems, 50 manufactured items, and one unbreakable rule:

SINKS BEFORE FAUCETS. Every coin that enters the economy must have a way out. Without this, coins pile up, prices inflate, and the economy dies. Every system was designed with its own ending.

The eight systems:

💸 THE MONEY FLOW

Coins enter through faucets, circulate through exchanges, and leave through sinks. Healthy economy = balanced flow.

🚰FAUCETS
Admin grants
Quest rewards
World pickup
→
🔄EXCHANGES
Vendors
Auctions
Trading
Crafting
→
🕳️SINKS
Repair
Reroll
Teleport
Auction fees
THE HEALTH CHECK: Admins can visit /api/economy/sinks/stats to see total coins in vs. out. If net grows too large positive → add sinks or raise costs. If negative → the economy is deflating, reduce sink costs.

The Item Lifecycle

Every item follows this path:

  1. Created — manufactured by Playa 2.0, seeded into economy_items
  2. Distributed — via vendor, auction, pickup, battle pass, mail, or crafting
  3. Used — consumed, equipped, traded, or displayed
  4. Drained — repaired (sink), consumed (gone), crafted away, or rerolled
  5. Legendary exception — fixed-supply collectibles never drain. That's their power and their danger.

🚀 SETUP: From Zero to Running Economy

1 Go to /admin/economy. Read the ⓘ HELP at the top. It explains every system in plain language.

2 Enable systems in order: Vendors → Auction House → Trading → Battle Pass. Each toggle is independent. Start with one, test it, then add the next.

3 Create a vendor. Give it a name, coordinates, and a catalog (JSON of items and prices). Players will see it in their Vendors tab.

4 Grant test coins. Use POST /api/economy/grant (admin) to give players starting coins.

5 Create a battle pass season. Name, duration, premium price. 100 tiers auto-generate from existing items.

6 Place world pickups. Use the "Place Item in World" form — pick an item, set coordinates, set respawn timer.

7 Monitor. Check /api/economy/sinks/stats weekly. Watch the net balance.

SAFETY: Toggling any system OFF never deletes data. All items, coins, trades, and progress are preserved. Toggle back ON to resume exactly where you left off.

🎮 FOR PLAYERS: How to Play the Economy

Earning Coins

Spending Coins

Pro Tips (from the research)

Full panel walkthrough: Creator's Handbook → Navigate

⚒️ FOR CREATORS: Manufacturing Guide

Playa 2.0's complete handbook lives at /economy/creator. The essentials:

The Five Questions (answer before designing anything)

  1. Kind? Consumable, material, cosmetic, collectible, or tool?
  2. Role? Sink, faucet, trade good, desire, or legend?
  3. Rarity? Common → Mythic (price signals this)
  4. Source? Crafted, vendor, auction, pickup, pass, or mail?
  5. Exit? How does it leave the economy?

The Visual Style: Sovereign Intaglio

Ultra-dense gold linework on cosmic purple-black. Density = value. Every object looks engraved. Reference: the collection gallery.

THE IRON LAW: An object with no sink is a liability. Every design includes its own ending.

👑 FOR ADMINS: Managing the Economy

Daily

Weekly

Seasonal

MetricHealthy RangeAction if Outside
Net coin flow±10% of totalAdjust sinks/faucets
Auction completion rate60%+ sellLower starting bids
Average auction bids3+ per listingMore desirable items
Repair frequencySteadyIf zero: tools aren't degrading
Battle pass completion20%+ reach tier 50Adjust XP rates

🧠 GAME THEORY: Why It's Designed This Way

Every design choice comes from the research. Here's the reasoning:

Sinks Before Faucets

From monetary theory: any currency without drains hyperinflates. We built four sinks (repair, reroll, teleport, auction fees) before adding significant faucets. Most games do this backwards and pay for it later.

Escrow, Not Trust

From auction theory: trades and auction bids use escrow (items/coins held by the system, not the players). This eliminates the "take the money and run" problem that kills player-to-player markets.

Anti Bait-and-Switch

From mechanism design: if either trader changes their offer, both confirmations reset. This makes the "swap a valuable for a worthless at the last second" scam mathematically impossible.

Server-Authoritative Everything

From security research: the client is never trusted. Proximity checks, balance checks, ownership verification — all server-side. A hacked client cannot create coins or duplicate items.

Rarity as Information

From signaling theory: the intaglio visual density signals rarity instantly. Players don't need to read stats — the eye knows. This reduces cognitive load and increases desire.

The 5% Fee

From market microstructure: a small transaction tax (5%) discourages wash trading and high-frequency flipping while being low enough not to deter legitimate trade. It's also a consistent sink.

Battle Pass > Loot Boxes

From behavioral economics: deterministic progression (100 visible tiers) retains better than random rewards. Players can see exactly what they're working toward. No gambling mechanics.

🔧 TROUBLESHOOTING: When Things Break

Nothing was deleted. That is always the first truth. Every system preserves data through crashes, toggles, and restarts.

The Recovery Ladder (in order)

1 Check health: Visit /api/economy/health. It shows which of the 7 tables are healthy.

2 Reactivate: Go to /admin/economy, click ⚡ Reactivate Economy API. Clears rate limits, verifies tables, recreates missing ones.

3 Toggle: Turn the broken system OFF, then ON. This resets its state without touching data.

4 Restart: systemctl restart epistles. Last resort. All data preserved.

Common Errors

ErrorMeaningFix
"X disabled"System toggle is OFFEnable in /admin/economy
"slow down"Rate limit hitWait 60 seconds
"insufficient funds"Not enough coinsEarn more or admin grant
"too far away"Not within 5 unitsWalk closer in game
"already picked"Item claimedWait for respawn
"cannot trade with yourself"Same user IDEnter the other player's ID