In this post, I will be explaining how to improve the economy of Meepcraft without having to nerf anything more. Now what I'm suggesting may sound quite radical if you're someone who likes a stagnant economy. There is this concept which has been around for quite a while known as a "closed economy" which means that no money enters or leaves the economy; everything must be in circulation. This is fairly easy to achieve and can be done reasonably within a week with just a few changes to the config.yml's of Essentials, Towny, and a likely few others which I can't really know as I don't have the plugin list (Towny, Jobs, and Essentials already have configuration options to support a closed economy). The basic idea behind the closed economy is that the total money in the economy stays constant. A closed economy involves having one placeholder account in the economy called 'CLOSED-ECO' or something along those lines. With the current system in Towns, taxes are taken from each town and are just magically erased from the economy. With the closed economy, these taxes go into this placeholder account to be used for jobs. I roughly estimate that the placeholder account will increase by at least $500,000 each day just from town taxes. The placeholder account will be used to used to pay people for jobs (On a side note, new users should automatically be assigned to all of the jobs, because them having to pick a job is misleading and doesn't do any good for anyone). Jobs payouts would be based on a percentage of money in the placeholder account along with the level the individual is in the job. The tutorial should be more accurate in describing how new players can make money. Theoretically, the new player balance could be drawn from the placeholder account, but I suggest that the new player balance is bad and that rather than giving them all this money, they should learn to make it themselves. The gold market is another issue which isn't completely bad, but it's done in a manner which restricts the economy. I believe before gold had a fixed price it was based on the number of gold ingots sold and bought from the bank, similar to a stock exchange. For some reason, someone decided to remove this great feature. This feature automatically nerfs gold farms without having to reduce the spawn rate of zombie pigmen. Obviously, this would also need to draw from the placeholder account. Once people realize that jobs is only a good way to make money if you're a beginner, they will begin to move on to selling items using v-shop or player based shops. This is good for the economy, this means more circulation. Along with this increases circulation, the value of the Meeble will increase as it becomes slowly more difficult to earn excessively large amounts of money and more players join (distribution of wealth will improve). Admin shops must also be removed as it detracts from the income of player shops. I can assure you this isn't hard to do (in fact even I've done it before and it worked great), and that the only thing that really could use some work is the voting system. Monetary prizes should not be awarded from voting. There are a few questions which will need to be worked out but not by me. Should taxes be constant? Should the cost for a new town be a percentage of something? How much should jobs pay to prevent money from getting stuck in the placeholder account? I can't answer those as it seems like trial and error will determine those variables. TL; DR - a closed economy system will reduce the stagnancy of the economy by relying more on user based shops for income rather than solely on jobs. This can also reduce the number of newbies from trying to create their own town (which isn't inherently bad, however it takes away from the people who are struggling to get new residents) if done correctly. Removing large amounts of money doesn't fix the economy, getting the money circulating does. Edit: I do not expect everyone to like this idea, you should do your best to poke holes in this suggestion and come up with what could go wrong so that I can improve this.