The EarthStonks economy is fully player-driven. There is no automatic balancing system handing out equal resources — every dollar flows from real decisions made by real players. You can earn through labour, trade, market manipulation, war, or investment. The economy is a weapon. Learn to use it.
| Command | Description |
|---|---|
/bal |
Check your personal balance |
/baltop |
View the richest players on the server |
/pay [username] [$amount] |
Send money directly to another player |
Jobs are the primary early-game income source. Use /jobs browse to view available professions. You earn money by performing tasks associated with your job — mining, farming, fishing, building, and more. The best starting jobs are Miner and Farmer for reliable income from common resources.
The admin shop (/shop) is a server-run store that acts as a baseline for prices. It buys and sells a range of materials at fixed rates. Use it when you need resources urgently, but be aware: admin shop prices are intentionally higher than player market prices for strategic resources. Player trade is always cheaper if you can find a seller.
Chest shops are player-created storefronts attached to chests. They are the backbone of the EarthStonks player economy. Any player can create one anywhere in claimed town land.
/chestshop create [$price]Location Matters
Set up your shop in or near your town's spawn point or a high-traffic area. Shops tucked away in remote outposts rarely get customers.
The Auction House lets players list items for sale server-wide — anyone can browse and buy without needing to find a chest shop in the world.
| Command | Description |
|---|---|
/ah |
Open the Auction House — browse listings or list your own items |
/pw |
Open Player Warps — browse and teleport to player-created warp points |
/cf {$amount} |
Coinflip — wager money for a 50/50 chance to double it |
/loans |
Open the Loans menu — take out a loan or issue one to other players |
The economy rewards players who understand supply and demand. Because strategic resources only come from specific geographic zones, their supply is inherently limited. This creates real market dynamics.
If your nation controls the majority of Iron zones in a region, you can set your prices and watch others pay them. Towns need Iron to survive — they have no choice but to buy from whoever has it. Control the supply, control the market.
Nations can negotiate long-term supply agreements with each other. A nation that controls Gold zones might agree to sell exclusively to allied towns at a fixed rate, locking out enemies from a critical resource. Diplomacy and economics are deeply intertwined.
Monitor the market in real time at stats.stonksmc.com. The dashboard shows shop prices, player balances, top traders, and market activity. Use it to spot trends, find cheap resources, and track competitor wealth.
War creates economic opportunity. When a town falls under siege:
Smart players watch the war board and position themselves economically before battles are even won.