Features
A whole economy, not a balance counter.
Six systems that only make sense together. Tax funds police, police protect banks, banks lend to businesses, and businesses pay the tax. Every one of them is in the free build.
Banks players found, run, and lose
A bank is a business somebody built, not a menu that always says yes.
- Founders buy real infrastructure: storage for cash, transaction capacity, security against robbery, network reach for terminals and branches.
- Every bank publishes its own collapse policy, so depositors can read the risk before they take it.
- A withdrawal the bank cannot cover fails. Bank runs are a designed outcome, not a bug.
- Investing and share trading need high processing capacity, so only banks that genuinely invest can become brokers.
Tax that follows the land, not the person
You are not taxed by one nation. Each thing you own is taxed by whichever nation it sits in.
- A farm, a shop and a house can answer to three different governments at once.
- Each nation sets its own rates and keeps its own clock for collection, elections and interest.
- Nations and police buy their infrastructure from the treasury, so an underfunded police force literally cannot receive robbery alarms.
- A nation that stops collecting revenue slowly loses the ability to collect revenue.
Tax, fines, invoices and rent are one thing
A Payable. Issued by someone, owed by someone, settled at a terminal, logged on both sides.
- Tax demands, court fines, business invoices, rent, loan repayments and licence fees all share one mechanic.
- A Payable is carried as a book. It can be handed to somebody else to settle.
- Paying at a terminal produces a physical receipt listing what was bought, the price, the shop and a transaction ID.
- One mechanic means one set of rules to learn, and one place where a debt can be disputed.
Every coin moves through a terminal
Banks issue terminals, and each transaction routes through the bank that issued it.
- A shop without a terminal cannot take card payment, so bank coverage is a real map of economic power.
- When a bank dies its terminals die with it, and rival banks can bid to adopt them.
- Terminal capacity is bought infrastructure, so a bank can be overwhelmed at peak trade.
Cash you can carry, and lose
Serialised banknotes as real items, with the logistics that implies.
- Notes are physical. Carrying wealth means carrying risk.
- Branches must deliver takings to headquarters, which puts valuable cargo on a predictable route through the world.
- The base item is configurable per currency, so a nation can decide what its money is made of.
- Counting and storage capacity are bought, so a bank can physically run out of room for cash.
Police, warrants, courts and prisons
Enforcement with process, because process is what makes it a system rather than a punishment button.
- Two tiers of policing, with federal officers outranking national ones.
- Warrants expire if nobody signs them, and seizing funds always requires one.
- Balances are private: visible to you, your bank, and to police with a warrant.
- Sentences run in real time, and bail is payable by anyone, recorded, because who bails whom is evidence.
- A nation with no police falls under federal jurisdiction by default, and is publicly flagged as such.
Specified, not yet built
These are designed and written down, and they are not in the plugin today. They are listed because finding out later is worse.
Linking several servers into one economy
Pro is designed to join up to four servers into a single shared economy. The feature is specified and not yet built; the pricing page marks it as coming.
A hosted history hub
Keeping long-term player history centrally would change what we store about your players, and with it our data-protection obligations. It is deliberately parked until the retention and deletion machinery exists to do it properly.
Every system above is free.
The plugin is not a trial and does not expire. What you pay for is the Remote Admin panel, which is a separate thing you can ignore entirely.
Download — Free