A bad economy kills RP servers faster than bugs. When money is too easy to earn, nothing has value. When it's too hard, new players quit. Getting the balance right is the most important design decision for any RP server.
Economic Fundamentals
Every economy needs three things in balance:
- Income sources (jobs, activities, businesses)
- Money sinks (expenses, purchases, fees)
- Player-to-player transactions (trade, services)
If income exceeds sinks, inflation happens. Money becomes worthless, and the economy breaks within weeks.
Job Payout Design
Start by defining your "baseline" income - what a new player earns per hour at the most basic job.
| Job Tier | Examples | Hourly Income | Requirement | |----------|---------|---------------|-------------| | Entry-level | Garbage collector, taxi driver | $2,000-3,000 | None | | Skilled | Mechanic, electrician | $4,000-6,000 | Training or license | | Professional | Doctor, lawyer | $6,000-10,000 | RP qualification | | Criminal | Drug running, heists | $5,000-20,000 | Risk of arrest/death | | Business owner | Shop, car dealer | Variable | Investment required |
Criminal income should be higher than legal income but carrying significant risk. If drug running pays the same as taxi driving, nobody will bother with the risk.
Item Pricing Framework
Anchor all prices to the baseline hourly income:
| Category | Price Range | Hours to Earn | |----------|------------|---------------| | Food/drink | $10-50 | Minutes | | Basic clothing | $100-500 | 10-15 min | | Used car | $15,000-40,000 | 5-15 hours | | Nice apartment | $50,000-150,000 | 20-50 hours | | Sports car | $200,000-500,000 | 80-200 hours | | Business property | $500,000-2,000,000 | Months of play |
A new player should be able to afford a basic car and apartment within their first week of casual play (10-15 hours). This gives them a sense of progression without handing everything to them.
Money Sinks
Essential sinks that remove money from circulation:
Vehicle maintenance: Fuel, repairs, insurance. Every car costs money to operate.
Property taxes: Monthly rent or property tax. Forces players to keep earning.
Food and water: Regular small expenses that add up.
Government fines: Speeding tickets, court fines. Revenue for police RP too.
Business operating costs: Employees, stock, utilities.
Hidden Sinks
These are the most effective because players don't notice them:
- Mechanic repair costs (NPC or player mechanics)
- Phone bill (small monthly amount for phone features)
- Ammo costs (bullets aren't free)
- Hospital bills (getting downed costs money)
Preventing Inflation
Monitor Total Money Supply
Track the total money in your server economy weekly:
SELECT SUM(bank + money) as total_economy FROM players;
If the total grows faster than your player count, you have inflation. Either increase sinks or decrease payouts.
Wipe-Free Economy Management
Instead of wiping money (which destroys player investment), use these tools:
- Introduce expensive new content that acts as a sink (new properties, vehicles)
- Reduce job payouts by 10-20% when inflation is detected
- Add a luxury tax on purchases over a threshold
- Create auction events for rare items (players pay other players, but auction house takes a 10% fee)
QBCore/ESX Economy Settings
For QBCore servers:
QBShared.StarterItems = {
['phone'] = { amount = 1 },
['id_card'] = { amount = 1 },
['driver_license'] = { amount = 1 }
}
-- Starting money: keep low
Config.Money = { cash = 500, bank = 5000 }
Starting money should be enough for food and a bus ride, not enough to buy a car on Day 1.
A well-balanced economy makes every dollar feel earned and every purchase feel meaningful. Combined with reliable hosting that keeps the server running 24/7, your economy builds real value over time.
