Features
Economy
Every member has a wallet with two pockets, earns from commands with different risks, and can lose cash to robbers or fines. Every movement of money is written to a ledger.
Cash and bank
- Cash is what you spend: the shop, games and
/giveall take cash. It is also the only thing/robcan take. - Bank is safe. Move money in with
/depositand out with/withdraw; leave the amount empty to move all of it. New members start with the starting balance (500 by default) in the bank. - Net worth is cash + bank + your farm’s reserve. It ranks the leaderboard, sizes fines, sets robbery odds and gates shop items that require a minimum worth. Produce waiting in the farm store does not count until it is sold.
The /balance hub
Your own /balance is private and shows more than money: your net worth and rank; every income command that is switched on, with whether it is ready or when it will be; the games that are on; your farm (reserve, what it makes per day, how many days of feed are left) or what one would cost; and one tip drawn from your situation, like a streak about to break or cash sitting where it can be robbed.
Buttons run Daily, Work, Deposit all, your Farm card and Refresh without typing. Because Daily, Work and the farm card post in the channel, the buttons only work in the server’s allowed channels. /balance @someone shows only their total.
# economy
luig used /balance
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Income
Four commands, each on its own 1-hour cooldown by default. The riskier the job, the more it pays and the more a failure costs. Figures are the defaults; admins change all of them in Dashboard → Income.
/work from four hours to two in the dashboard and everyone already waiting becomes ready at once — the change is not only for the next person to play. It works the other way too, on purpose: raise it and somebody who was ready waits again. The rule is that config which *gates* an action is read the moment it is checked, while a duration somebody was promised or paid for stays exactly as issued — a timed colour role, a mod timeout, a giveaway’s end and a season’s end never move.| Command | Pays | Fails | A failure costs |
|---|---|---|---|
/work | 20–250 | Never | — |
/hustle | 100–400 | 35% | 50% of the roll or 15% of net worth |
/crime | 300–900 | 50% | 60% of the roll or 30% of net worth |
/rob | Part of their cash | 20–80% | 30% of net worth |
A fine is the smaller of its two parts, so the net-worth share is a ceiling and not a floor. Failing costs you a slice of the job you botched — never a slice of everything you own. It used to be the larger of the two, and because the wealth term grows without limit while a payout does not, /crime turned into a guaranteed loss for anyone who had saved: past roughly 7,500 of net worth every attempt lost money, and nothing in the game said so. The net-worth term still counts cash, bank *and* farm reserve, so parking money in the bank does not make failure free.
# economy
luig used /work
A member’s level raises what these pay: +2% per level, up to +50%, on /work, /hustle, /crime, the /daily amount, chat rewards and farm produce sales. Not on games, fines or robbery losses. See what a level is worth.
Robbery
- The chance of failing is your net worth ÷ (their cash + your net worth), kept between 20% and 80%. The richer you are next to what they carry, the likelier you fail, so the wealthy cannot farm the poor.
- On success you take the matching share of their cash: at a 30% chance of failing, 70% of it. On failure you pay 30% of your net worth.
- Only cash is at risk: never the bank, never the farm. Every
/robreply is private, so nobody learns who tried.
Debt
A fine can be bigger than the cash you carry, which leaves you in debt. Income commands still pay while you owe, so /work is the way out; /rob stays closed until you are back above zero.
Daily rewards and streaks
/daily pays 250, plus 50 for every consecutive day, growing for 14 days. The day turns over at midnight in the server’s time zone, so claiming at 23:50 and again at 00:10 counts as two days. Miss a day and the streak starts over.
| Streak milestone | Bonus |
|---|---|
| 7 days | 1,500 |
| 30 days | 8,000 |
| 100 days | 35,000 |
| 365 days | 200,000 |
# economy
luig used /daily
A streak freeze covers one missed day and is spent automatically, only when needed. Freezes are shop items: new servers start with a Streak Shield, and admins can make more with the “streak freeze” action in the item editor.
The leaderboard
/leaderboard ranks members by total (net worth), cash or bank, ten per page. Bots are left off by default, and admins can keep specific members off too (Dashboard → Server, with a button that adds the server’s admins in one go).
Seasons
A server can give its economy a season length in days (Dashboard → Server → Seasons). Left empty, which is the default, the season never ends and nothing resets.
When a season is set, it ends at 05:00 on the server’s clock that many days after it started. The hour is deliberate: local midnight put the changeover at the busiest minute of the night, and 05:00 is the quietest. In one step: the standings are archived, the next season opens, and every member starts again with the starting balance in the bank. A payout that lands a moment late, in the season that has just closed, is carried over to the new one.
Levels, items, streaks, cooldowns and farms — farm reserve included — are untouched, because they belong to the server rather than to the season. Guaca posts the final top three to the results channel, or to an allowed economy channel if none is set, and /leaderboard names the current season and counts down to its end.
Adjusting balances
/money add, /money remove and /money set change a member’s cash or bank, and Dashboard → Members does the same with a note attached. /money remove refuses to take a balance below zero.
Commands
- /balance Show your balance
- /deposit Move cash into your bank, where it cannot be robbed
- /withdraw Take cash out of your bank
- /give Send cash to someone else
- /leaderboard See who is richest
- /work Do an honest job. Always pays, never fails
- /hustle A side hustle. Pays more, but it can go wrong
- /crime High risk, high reward. Half the time it costs you
- /rob Try to take someone cash. Only cash is at risk, never the bank
- /daily Claim your daily reward and build a streak