
Economy Integration¶
Factions provides comprehensive economy integration through Vault and economy plugins that hook into Vault, allowing you to add costs to faction actions, implement faction banks, and create economic gameplay mechanics around territorial control and faction management.
Requirements¶
- Vault Plugin - Required for economy integration
- Economy Plugin - Any Vault-compatible economy plugin
Features¶
Faction Banking System¶
- Faction Banks - Shared money storage for faction members
- Deposits/Withdrawals - Members can contribute to and withdraw from faction funds
- Bank Permissions - Control who can deposit/withdraw via faction ranks
- Inter-Faction Transfers - Send money between factions
- Transaction Logging - Track all money movements
Action Costs¶
- Creation Costs - Charge for creating new factions
- Claiming Costs - Set prices per chunk claimed
- Warp Costs - Charge for setting/using faction warps
- Relation Costs - Set costs for changing faction relationships
- Command Costs - Add costs to various faction commands
Economy-Based Gameplay¶
- Territory Economics - Different costs for different claim types
- Faction Maintenance - Optional recurring costs through tax system
- Economic Warfare - Financial strategies in faction conflicts
Configuration¶
Basic Economy Settings¶
{
// Enable economy features (requires Vault)
"econEnabled": true,
// Account to receive money (empty = money destroyed)
"econUniverseAccount": "",
// Should faction bank pay costs instead of individual players?
"bankFactionPaysCosts": true,
// Enable faction banking system
"bankEnabled": true
}
Claiming Costs¶
{
"econChunkCost": {
"BUY": 1.0, // Cost when claiming from wilderness
"SELL": 0.0, // Refund when selling back to wilderness
"CONQUER": 0.0, // Cost when claiming from another faction
"PILLAGE": 0.0 // Cost when unclaiming from another faction
}
}
Faction Action Costs¶
{
// Basic faction operations
"econCostCreate": 100.0, // Creating a faction
"econCostJoin": 0.0, // Joining a faction
"econCostLeave": 0.0, // Leaving a faction
"econCostKick": 0.0, // Kicking a member
"econCostInvite": 0.0, // Inviting a player
"econCostDeinvite": 0.0, // Removing an invite
// Faction customization
"econCostName": 0.0, // Changing faction name
"econCostDescription": 0.0, // Changing description
"econCostTitle": 0.0, // Setting player titles
"econCostFlag": 0.0, // Changing faction flags
// Warps and travel
"econCostWarpAdd": 0.0, // Creating a warp
"econCostWarpRemove": 0.0, // Removing a warp
"econCostWarpGo": 0.0, // Using a warp
// Relationships
"econRelCost": {
"ENEMY": 0.0, // Declaring war
"ALLY": 0.0, // Forming alliance
"TRUCE": 0.0, // Making truce
"NEUTRAL": 0.0 // Returning to neutral
}
}
Faction Banking¶
Basic Commands¶
# Check faction bank balance
/f money balance
# Deposit money to faction bank
/f money deposit <amount>
# Withdraw money from faction bank
/f money withdraw <amount>
# Transfer between factions
/f money ff <amount> <fromFaction> <toFaction>
# Transfer faction to player
/f money fp <amount> <faction> <player>
# Transfer player to faction
/f money pf <amount> <player> <faction>
Bank Permissions¶
Control banking access through faction permissions:
{
"perm2default": {
"deposit": [
"LEADER", "OFFICER", "MEMBER", "RECRUIT",
"ALLY", "TRUCE", "NEUTRAL", "ENEMY" // Anyone can deposit
],
"withdraw": [
"LEADER" // Only leaders can withdraw
]
}
}
Economy-Based Gameplay¶
1. Claiming Economics¶
Progressive claiming costs:
{
"econChunkCost": {
"BUY": 10.0, // Each claim costs $10
"SELL": 5.0, // Refund $5 when unclaiming
"CONQUER": 20.0, // Conquering enemy land costs $20
"PILLAGE": 0.0 // Pillaging is free
}
}
Economic warfare mechanics: - Expensive conquering encourages strategic claiming - Sell refunds make temporary claiming viable - Free pillaging rewards successful attacks
2. Faction Maintenance¶
Creation barriers:
{
"econCostCreate": 1000.0 // High cost prevents faction spam
}
Relationship costs:
{
"econRelCost": {
"ENEMY": 500.0, // Declaring war costs money
"ALLY": 200.0, // Alliances require investment
"TRUCE": 100.0, // Truces cost less
"NEUTRAL": 0.0 // Free to go neutral
}
}
3. Warp Economics¶
{
"econCostWarpAdd": 100.0, // Creating warps costs money
"econCostWarpRemove": 0.0, // Removing is free
"econCostWarpGo": 5.0 // Each warp use has a cost
}
4. Administrative Costs¶
{
"econCostName": 50.0, // Changing name costs money
"econCostDescription": 25.0, // Updating description
"econCostTitle": 10.0, // Setting member titles
"econCostFlag": 20.0 // Changing faction settings
}
Troubleshooting¶
Common Issues¶
Economy not working:
- Verify Vault is installed and running
- Check that economy plugin is Vault-compatible
- Ensure econEnabled is true
- Test with /vault-info command
Faction bank errors:
- Verify bankEnabled is true
- Check faction permissions for deposit/withdraw
- Ensure players have sufficient personal funds for deposits
- Test with /f money balance
Costs not being charged:
- Verify specific cost settings are greater than 0
- Check bankFactionPaysCosts setting
- Ensure faction has sufficient funds if using faction bank
- Test with admin account to rule out permission issues
Debug Commands¶
Test economy integration:
# Check Vault status
/vault-info
# Test basic economy (commands may vary based on installed economy plugin)
/money
/pay <player> <amount>
# Test faction banking
/f money balance
/f money deposit 1
Check configurations:
# View current settings
/f config econEnabled
/f config bankEnabled
/f config econCostCreate
Performance Considerations¶
Thread Safety: - Ensure economy plugin is thread-safe - Monitor console for warnings - Consider disabling money display in Dynmap if issues occur (see the Dynmap Integration Configuration for more details)
Migration Guide¶
From Non-Economy Setup¶
- Install Vault and economy plugin
- Test basic economy functionality
- Enable Factions economy integration
- Configure costs gradually
- Communicate changes to players
Changing Economy Plugins¶
- Backup all economy data
- Export faction bank balances
- Install new economy plugin
- Import/recreate economy data
- Test integration thoroughly
Best Practices¶
1. Balanced Pricing¶
- Start with low costs and adjust based on server economy
- Consider player income rates when setting costs
- Balance between meaningful costs and accessibility
- Test with different player types
2. Clear Communication¶
- Announce economy changes clearly
- Provide cost information in help files
- Use clear error messages for insufficient funds
- Document all economic features
3. Progressive Implementation¶
- Start with basic costs (creation, claiming)
- Add more complex features gradually
- Monitor economic impact on gameplay
- Adjust based on player feedback
4. Economic Balance¶
- Ensure healthy money circulation
- Provide income sources for players
- Balance costs with server economy
- Consider inflation/deflation effects