I know the idea of the economy being unbalanced has been brought up countless times, with two completely different viewpoints, but not a single player has given a physical (or probable) solution to the problem at hand. People love to throw the term around, without a real understanding of it. The dictionary definition surmises to “a general increase in prices and fall in the purchasing value of money.” MeepCraft hasn’t had inflation since before the reset. Prices of items have been stable - or lowering - consistently. Items have less value than ever before, while Meebles have more value. Problems: Item prices are stagnant; the value of items neither increase or decrease. Towny, by definition “is a versatile, player-controlled land management plugin for use with Bukkit/Tekkit/Spigot/Libigot. Towny offers solutions for pvp, griefing, chat, inflated economies and monsters to minecraft server admins. Towny allows players to work together and against each other as they see fit.” The whole premise of towny is dysfunctional from its intended state. Towny taxes are a major issue to new players and old players alike. Therefore, towny prices are also concerning. Solutions: The simplest solution to deflation is inflation. Adding more money into the economy would allow people to spend money; no longer having to hold onto it for their town tax. People who earn money are more likely to spend it -- not through a central shop, but through players. Not many people will remember (or agree with the example I’m about to share) but go back to the early days of the server, January of 2017. Alexxx and I successfully raised the price of diamonds from 200 meebles each to triple that. While the means to get the money wasn’t legit, it allowed the economy to flow. People used the money to buy towns, towns which these players still own to this day. After that, prices were stable for around a week or two I would assume, but there forth decreased to where they stand to this day, at 100 meebles. A comparison to 2012 or 2014 wouldn’t be fair, all 3 servers had their similarities and differences, economy wise. In 2014, the playerbase started diminishing at a noticeable rate (in fact, most players came to a conclusion the server was already dead) and we first noticed a decrease in item prices… Diamonds in 2012 went for 1,000 meebles each, but in 2014, half of that. Go forwards a few years, possibly the end of 2016 or early 2017, when witch spawners were introduced into the admin shops. The economy noticed a huge boom, but only from a secluded (minority) of the players. People were happy with this, as these players used their money to reinvest into the people - they call it trickle down economics. Item prices started increasing at this point, due to players having money! Although they had a finite amount of meebles, they had a pool large enough to make profit. Nowadays, there’s no pool to take from, there’s no admin shops, no way of making money. Relying on the people doesn’t work unless there’s money in the first place. Regulation on items is good in moderation, having a fairly inactive staff team hold an iron grip around the economy doesn’t allow growth. Deflation is not good, you put in more work for less money: Cactus farm (8 meebles/64 cactus) Sugarcane farm (5 meebles/64 sugarcane) Diamonds (6,400 meebles/64 diamonds) Other natural materials (lapis, redstone, gold, coal, iron, wood, and their sub products.) Towny is meant to have an inflated economy, and for good reason! Towny is meant for you to not lose your items, and staff have gone far out of their way to make this true. This isn’t necessarily bad, but you are using the wrong mindset for towny. Instead of decreasing the flow of money altogether, a better incentive to spend money is needed. Items themselves, rare admin items, collectibles. I don’t see much effort having to go into this, it only takes a little time. Staff did this in gamma, with rare items. I see staff tried implementing a system somewhat like that, with the Egyptian Headdress, but it doesn’t amount to the worth of the items back in Gamma. There isn’t another possible fix for this one, you can add money, or keep towny going as-is. To increase money is easy, and can be regulated, item flow can’t be regulated, no matter how hard you try. I mention this to remind you of other reasons prices are lower, there is too much competition. This isn’t real life where a couple of companies compete over an item, it’s everyone undercuts each other until it is no longer profitable. Monopolies don’t sound that bad, and technically exist already (through villager trading, shops (due to pwarps) among other miscellaneous non-essential economy aspects). Once a player owns a town, they are only faced with more problems than solutions: they pay to claim plots, which increases their daily taxes! Building anything significant on the server is not possible, once you pay your daily tax, your fee for claiming plots, you are left with nothing, no materials to build with or anything. Before anyone says it, towns are not profitable and on a small server, are not meant to be in the first place. Tax on a town should be used to fund it, not hurt it. In real life, taxes are used to fund the government programs, organizations, etc (health care, schools, libraries, churches, etc). On minecraft, that money isn’t needed for funding - why does so much have to be removed? It doesn’t counter inflation, as voting gives you 4k a day (the equivalent of owning 80 plots) to pay for the upkeep. I have project plans, which are halted down by taxes - I can’t physically make 20k a day without gambling… not counting materials or the cost to create a town. The solution would be to either decrease prices of towns (not ideal) or lower/remove daily upkeep altogether! You still pay 1,000 meebles per plot, but don’t have to worry about the taxes which force you to come on and earn money. As Klutch said yesterday, people get busy in real life, his life kept him inactive for 2 months, but he has the benefit of a tax free town. Another, pretty decent solution if you sit down and think about it, is allowing players to earn or purchase tax cut vouchers or a removal of taxes for a certain amount of time. Players could possibly pay $20 for a month without taxes, or earn them in voting crates, for less time of course. This helps fund MeepCraft, and allows people to have a life of their own. All based on the assumption that changing this is decently easy. Towny prices may also fall under this category - is there an actual need to hold the player’s hand through creating a town? If they forget or do not add money into their town bank after creation, it is not your fault. If you feel responsible, you could add in a prompt after towns are created that gives examples on commands, which would be more useful than increasing towny prices. I could understand if you decreased towny prices to 100,000 meebles, but put a minority of the cost (say 25k) into the town bank. Allowing people to get towns easily influence them to grow, to build, to thrive! Not a relief, as in, they spent multiple weeks or months earning the money to lead themselves. I know many of you will disagree with me, probably more for who I am than what I suggest here, but who cares. I only suggest simple changes to config files, or additions that have been done before (either on a large scale or small scale, what other scale is there?). Sorry for the formatting, I originally did this in a Google doc, and some of the format didn't paste here very well.