Economy Guide
How money works on ProsperitySMP. Faucets, sinks, shops, prices, prestige, and the market.
How is the ProsperitySMP economy designed?
Almost all of the money on ProsperitySMP changes hands between players. The admin shop sets a floor under prices; it isn’t where you’re meant to buy anything. Elytras, enchanted tools, drills, beacons, and rare materials all come from other people.
A Fortune III pickaxe exists because some player levelled a Miner far enough to make it. You either buy it from that player or become one.
Live tuning may occur
Economy values, prices, and rewards get adjusted as observed inflation and player feedback come in. Patches are posted in the changelog. Current per-item figures always live on the wiki and the economy dashboard.
The income sources
All of these pay into the same balance, and most new players only ever notice the first one.
| Source | Description |
|---|---|
| Job wage | Direct cash from Jobs Reborn when you take an action (mine a block, harvest a crop, kill a mob) |
| Admin floor | What your drops fetch sold to the admin shop, the safe fallback |
| Player market | The extra you get selling to other players instead |
| Job stipends | Small random bonus drops while doing your career’s work (gunpowder for Miners, bone meal for Farmers, etc.) |
| Contracts | Controlled bonus payouts from public contracts, civic commissions, and events |
The wage alone won’t buy you a plot. Closing that gap is what selling to other players is for.
Target effective income by stage:
| Stage | Target $/hr |
|---|---|
| New player, hand-mining (level 1) | $375–$500 |
| Mid-level (around level 25) | $500–$750 |
| Level 50 maxed job, hand work | $690–$1,000 |
| Level 50 + T2/T3 drill or harvester | $1,000–$1,750 |
| Prestige 5 + Master Tool | $1,750–$2,500 |
The Three-Price Rule
What an item is worth depends on who’s buying:
Admin buy < Player market < Admin sell
- Admin buy. The server buys at 30–50% of player market value. It’s a floor.
- Player market — the true economy value, set by supply and demand.
- Admin sell. If the server sells an item at all, it does so at 150–300% of player market. The markup is deliberate. Buying from the server should always be the worst deal on the table.
Narrow that spread and players stop trading with each other, because dumping everything on the server pays about the same.
How do I check what something is worth?
Prices move, so check before you sell:
/market <item>in game, for the median price from recent real player trades- The economy dashboard, for item worth estimates and market data
- The wiki’s Item worth and Admin shop pages, for how the pricing systems work
What prints money
Money enters the economy through:
- Jobs. A regular wage paid per manual action in your profession.
- The contract board, paying for resources the city needs.
- Job stipends. Random bonus drops while doing your career’s work. Current rates are on the wiki’s Stipends page.
- Admin shop sales — basic raw materials at floor prices.
/dailylogin streaks and/rewardsplaytime chests.
What takes it back out
Rent is the one that catches people out.
- Plot rental. Weekly fees on rented apartments, plots, and market stalls.
- Tools and equipment. Drills, harvesters, enchanted gear. They wear out and have to be replaced, and repairing them means anvil work with matching ingots, since there’s no Mending in normal play.
- High-tier Master Smith enchant books, $10,000–$120,000 plus diamond blocks.
- Fines — law violations are paid off to the city, or to the victim.
- Prestige. The biggest late-game sink. See below.
Where else money changes hands
- The Central Bank is open. Flexible savings (
/savings), 7-day bonds (/bond), and the Prosperity Index (/stocks) are all live. The trading desk lives at economy.prosperitysmp.com/stocks.html, and background is on the wiki’s Banking and Stock market pages. - The Auction House (
/ah) is a server-wide item marketplace with listing fees and a sale cut. Listing works; the buy path is still being fixed, so it’s in beta until that lands. Wiki: Auction house. - The Casino runs coinflip, crash, slots, and a daily lottery. Wiki: Casino.
- The Bazaar is the admin shop’s decorative and catalogue section. Wiki: Bazaar.
Jobs and progression
Jobs are the core progression system. Join up to 3, level each to 50, and unlock perks through milestones as you go.
| Stat | Value |
|---|---|
| Max jobs at once | 3 (max for Season 0) |
| Max level per job | 50 |
| Income bonus | +1% per level above level 1, max +49% at level 50 |
| Time to max | ~50 hours of active work |
Your job title advances as you level: Novice → Apprentice → Elite → Master → Grand Master → Legendary. Hunter uses combat ranks E→S instead. Job-specific milestones unlock real progression items at certain levels, and each job’s page on the wiki lists them.
Drills and harvesters
3×3 AOE mining and farming tools, bought with in-game money (/buydrill, /buyharvester) and gated by Miner and Farmer level, with tiers at L15, L30, and L45. They repair on an anvil with a matching ingot. Repair costs climb until the tool is no longer worth keeping, which is the long-term sink. Current prices and specs: wiki Drills and harvesters.
Prestige
At level 50 a job becomes eligible to Prestige: reset it to level 1 in exchange for permanent passive bonuses (+5% income and +10% XP per tier, stacking to +25% and +50% at P5) and a shot at a unique Master Tool. Cash costs run $10,000 at P1 to $400,000 at P5 per job, plus materials. It’s the largest single sink in the game. Details: Skill Trees & Jobs and the wiki’s Prestige page.
Admin shop rules
The admin shop exists so you always have a guaranteed buyer, and it does nothing else.
The server buys: basic raw materials (stone, logs, basic crops, raw ores, coal, wool) at floor prices that stay well below player market.
The server sells (fallback only, expensive): basic tools, food, torches, seeds, priced well above player market so player shops always win.
The server never sells: diamonds, emeralds, netherite, ancient debris, enchanted items, elytra, beacons, totems, rare drops, music discs, mob heads, dragon eggs.
Player shops
Player shops are the primary market:
- Any player can open a shop using a ChestShop sign in any plot or market stall they rent
- Shop owners set their own prices, and supply and demand do the rest
- Use
/find <item>to search active ChestShops on the server - On common goods, player shops typically beat admin shop floor prices
Why a plot is worth saving for
Land is one of the most important assets on the server, and it comes two ways. Residential and Commercial plots are sold outright. The sign takes a single payment and the region transfers to you; nothing recurring comes off it after that. Apartments, market stalls, and spawn shops are rented weekly instead. That’s how most players get a door and a shopfront long before they can afford to buy one. Renting and buying both happen at the plot signs. See the wiki’s Real estate and Plot rental pages.
Owning land is a milestone. It’s a home, a shopfront, and a place to keep things nobody can break into. The city sits inside a world border, so plots are numbered rather than endless — but the board isn’t empty. Plots of both kinds are unsold today, and renting is the cheap way to hold a spot in the city while you save for one.
Public contracts
Public contracts turn what players produce into what the city needs:
- The city posts contracts for needed resources: timber, stone, food, materials
- Players complete contracts and are paid by the city treasury, detailed on the contracts page
- Resources are consumed (sink) and money is paid out (faucet), but always less than market value
- Daily limits cap the payouts, so it rewards organised players rather than farming
Inflation control
The economy has built-in protections:
- Monthly review. Jobs wages are tested and adjusted if combined income runs too high or too low.
- Admin shop spread — buy prices stay well below player market prices.
- Plot rental, a continuous money sink on every active player.
- Tool wear. No Mending in normal play means tools must be repaired with materials or rebought. Both cost.
- Prestige costs the most of all: $10k–$400k per tier.
Boosted weekends
Every weekend the server runs Gold Rush, and Jobs Reborn wages and XP both get a 1.5× multiplier while it lasts. It starts automatically at Friday 10:00 and runs 72 hours, to Monday 10:00, server time (America/Chicago). Extra one-off boost events outside that window are announced in Discord ahead of time.