Economy
A server currency, and something to spend it on.
What it does
A currency without a shop is pointless: members pile up points that do nothing and lose interest within a week.
The Economy module pairs earnings - daily check-in, activity, mini-games - with a shop where currency buys roles, private channels or XP multipliers.
It is that closed loop that makes the system last.
What you can do
- A currency you name yourself, with its own symbol
- Income: a daily claim, and a little for each message under a cooldown
- A shop selling roles, with a price and an optional stock
- Transfers between members
- Coin flip, fair and off by default, to keep the currency moving
- A wealth ranking
How to set it up
5 steps · about 3 minutes
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1
Name your currency
A name tied to the server's theme works better than a generic “coins”.
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2
Set the earnings
Start modest: an over-generous economy loses its value within days.
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3
Fill the shop
Without desirable items, the currency is useless. Cosmetic roles work well.
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4
Enable the mini-games
Optional, but they keep the currency circulating.
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5
Watch for inflation
The wealth leaderboard quickly shows whether earnings are too high.
Limits
Free
25
shop items
Premium
300
shop items
Frequently asked questions
Can somebody end up with a negative balance?
No. A spend is one conditional write that simply does not match when the balance has moved, so two purchases arriving together cannot both go through. It is the property the whole module is arranged around.
Why is there no bank, and no XP multiplier in the shop?
Interest is an inflation engine, and the advice two steps above is to watch inflation — shipping both would contradict itself on the same page. An XP multiplier would make the levels module read this shop, and the two counters would stop being independent.
Related modules
Ready to try it?
This module is free. Invite the bot and enable it in two clicks.
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