Ultima Online invented the player vendor in 1997. It never disciplined its faucets, its gold was being sold for real money within a year, and twenty-five years of patches never closed the gap, because nobody was publishing what the world printed or what it burned. EVE Online took the opposite approach to the same problem. It kept the faucets, and in 2015 it began publishing a monthly account of every one of them beside every sink, which turned an argument about inflation into arithmetic. Shroud inherited Ultima's market shape almost exactly, town by town and vendor by vendor, and inherited the measurement gap along with it. It also has one thing neither ancestor had at the start: a premium currency that is already an ordinary tradeable item, which is the structure EVE spent a decade building PLEX to reach. This document reads the whole money system at once.
Shroud runs two economies. One is made of gold: creatures drop it, merchants pay it, players trade it, and property taxes take it away. The other is made of Crowns of the Obsidians: bought on the website, granted by the rewards programme, spent on repairs, storage, appearance changes and the in-game store. The two barely touch. Neither is measured anywhere a player can look. And the gold half has a shape the genre has seen before, because Shroud inherited it from the same place everyone else did.
Three gaps organise everything that follows.
The catalog is weighted toward measurement first, because most of the interesting questions here are empirical and nobody can currently answer them. Several proposals are unusually cheap for what they do, because the machinery is already built and sitting idle: a merchant that trades in an alternate currency, with a full data model, authored sell-back values on items, and no code path; a rotating zone-bonus system with exactly one bonus defined; a harvest streak counter that is tracked, tested, and read by nothing; a fertilizer bonus that is stored, consumed, and never used; and a daily payout that is fully implemented and configured to zero.
Two questions were parked in writing, waiting for exactly this document. Both are answered in section 5, after the faucets and the sinks are on the table.
| # | Proposal | Tier | Size | Server | One line |
|---|---|---|---|---|---|
| S1 | Tell the sources apart in the ledger | 1 | M | log only | mining, fishing, skinning and kills stop sharing one label |
| S2 | Finish the vendor search filters | 1 | S | none | the attribute picker that is written but has not shipped |
| S3 | Search the buy orders | 1 | S | none | see what the world is paying for before you go gather it |
| S4 | Meticulous streaks that build | 1 | S | none | a counter the game already keeps, finally read by something |
| S5 | Turn on the dormant fishing baits | 1 | M | none | nine baits ship as items and catch nothing |
| S6 | Node respawn that reads the room | 1 | S | none | the population rule that was written and switched off |
| S7 | Tests over the production rates | 1 | S | none | three functions decide what the world produces and none is tested |
| S8 | Money-safety rules for new gold flows | 1 | S | doctrine | write down the pattern the tip jar and lot sales already follow |
| S9 | Show what membership already gives you | 1 | S | none | the benefits exist and the game never shows them |
| S10 | Reprice without paying twice | 2 | M | new op | change a price in place instead of relisting |
| S11 | Buy orders anyone can fill part of | 2 | M/L | quantity | the change that makes demand usable |
| S12 | Staples in stock, and buyback | 2 | M | per visit | the arrows are there when you walk in, and undo a mis-sale |
| S13 | Farming that pays the farmer | 2 | L | yield rule | skill counts, fertilizer counts, windows you can see |
| S14 | Seasons, hours and zone bonuses | 2 | M | config | two powers used in one place each become a rotation |
| S15 | Fishing pressure a spot remembers | 2 | M/L | scene state | a fished-out bank is fished out for everybody |
| S16 | Every price decided by the server | 2 | M | none | no exceptions, and a version stamp so rates can move later |
| S17 | A store catalog the server serves | 2 | L | catalog | shelves stop waiting for a client patch |
| S18 | Small fees for new conveniences | 2 | M | config | caretakers and couriers; free things stay free |
| S19 | The New Britannia Economic Report | 3 | L | supply figure | publish the money supply, every faucet, every sink |
| S20 | Price history and a public feed | 3 | L | price series | is 220 gold a bargain or a swindle |
| S21 | A turnover fee that grows with trade | 3 | M | config | the only drain that scales with the economy |
| S22 | Shelf rent scaled to the shelf | 3 | L | rent record | Ultima Online's 1997 answer to the dead shelf |
| S23 | Clean Up Novia | 3 | L | standing | hand over goods and gold, receive prestige nobody can trade |
| S24 | The cost of damage and death | 3 | M/L | varies | three options on the table, none chosen quietly |
| S25 | Merchant prices that survive a restart | 3 | M | new record | demand you can read and trade against |
| S26 | One alternate-currency shelf | 3 | L | new op | a complete merchant already in the build with nothing wired to it |
| S27 | Town demand orders | 3 | L | orders | give the map a trade geography |
| S28 | The broker | 3 | XL | shares S27 | what crafters make becomes what drops |
| S29 | An official Crowns-for-gold exchange | 3 | XL | escrow | the market players already run, run properly |
| S30 | Premium time bought with Crowns | 3 | XL | entitlement | the forum's own proposal, with its six risks answered |
| S31 | A settlement fee on exchanged Crowns | 3 | M | config | the premium currency gets a drain of its own |
| S32 | Crop margins: an audit | 3 | M | none | the 2019 spreadsheet, done properly and published |
| S33 | Drop values: an audit | 3 | M/L | none | what is an hour of killing worth against an hour of crafting |
| S34 | The two questions this review was asked | 3 | decision | none | the orders board proceeds; Quick Craft goes live |
Shroud has more economy than it gets credit for. Gold is one number per account, shared across all your characters. NPC merchants restock themselves from loot tables every half hour and raise their prices when several different people buy the same thing. Players list goods on public vendors in town and on their own vendors at home, post buy orders for things they want, and pay a fee or a commission for the privilege. Sale proceeds arrive by mail. Property taxes come due daily. Tip jars and house sales, both built this summer, move gold between players safely enough to survive a server crash mid-transaction. And a global search reaches every vendor listing in the world, buy orders included, filtered down to the magnitude of a stat on an item.
That last one deserves emphasis before anything in this document proposes anything. Searching every shop in the world for "a bow with at least ten fire attunement" is a capability Ultima Online took seventeen years to add and most of the genre still lacks. It is built, it is running, and this page treats it as the foundation rather than something to re-invent.
| Item | Qty | Price | Each | Vendor | Location | Time left |
|---|---|---|---|---|---|---|
| Copper Ingot | 200 | 7,000 | 35 | Bellweather Goods | Brittany | 2d 4h |
| Copper Ingot | 150 | 5,400 | 36 | Iron and Ash | Owl's Head | 1d 9h |
| Copper Ingot | 500 | 19,000 | 38 | Sunward Supply | Aerie | 3d 1h |
| Copper Ingot | 40 | 1,680 | 42 | Public Vendor | Ardoris | 6h |
Below is the whole circulatory system, honest to the code. Read it once for the shape: the left side is wide, the right side is narrow, and the only pipe on the right that runs every day for every player who owns property is the tax collector. A player who owns no property has no recurring cost of any kind.
flowchart LR
subgraph F["Faucets: gold created"]
F1["Creature, chest and fishing loot"]
F2["Quest and conversation rewards"]
F3["Courier runs, repeatable"]
F4["Selling anything to an NPC merchant"]
end
subgraph C["Circulation: gold moves, none created or destroyed"]
C1["Player vendors and public vendors"]
C2["Secure trade"]
C3["Mail"]
C4["Tip jars, house and lot sales"]
C5["PvP ransom"]
end
subgraph S["Sinks: gold destroyed"]
S1["Property tax, daily"]
S2["Listing fees and commissions"]
S3["Mail postage"]
S4["Bank slots, dungeon limits, skill training, guild charter, one time each"]
S5["The 5% fee on a lot sale"]
end
F --> C --> S
M["Economy ledger: every event, signed gold delta"]
F -.recorded.-> M
C -.recorded.-> M
S -.recorded.-> M
style S1 stroke:#a33d2e,stroke-width:2px
style M stroke:#c9a55a,stroke-width:2px
The Crown economy runs beside it and never touches it. Crowns are ordinary items in your pack. They are bought on the website, granted monthly by the rewards programme, and occasionally found as loot. They are spent at the in-game store, on repairs, on item upgrades, on storage capacity, on an appearance change, and on making a bound item tradeable. They are marked as having no gold value, which is what keeps them from being sold to a merchant, and is also the reason the economy ledger records a zero every single time one changes hands.
Ultima Online invented the player vendor in 1997 and, with it, the market topology Shroud inherited: no auction house, shops standing on player property, and a town's commerce built out of the shops people chose to place there. UO also invented the problem. Monster gold poured in without limit, houses stopped costing anything to keep, and by the time anyone counted, gold had been leaving the game only through the small doors of vendor rent and item purchases. Raph Koster's own account of the period is a designer discovering that a closed faucet-and-drain economy is easy to draw and hard to hold. Twenty-eight years later UO is still paying for it, and its answer in 2024 was a seasonal shard with a fresh economy and a one-year clock.
EVE Online inherited the same problem and answered it differently: it published the receipts. Since 2015, CCP has posted a Monthly Economic Report giving the total money supply, a ranked table of every faucet and every sink by name and magnitude, the delta from players going inactive, and regional production and destruction figures, with the raw data downloadable. The formula is printed in the open: this month's supply equals last month's, plus faucets, minus sinks. That report did two things. It turned inflation arguments into data arguments, and it disciplined the designers, because a badly-tuned faucet now shows up in public a month later with its name on it.
Ultima Online: player vendors with rent proportional to stocked value, so idle overpriced shelves bleed; item insurance as a per-death premium; and Clean Up Britannia, which pays prestige rewards for destroying items and gold, and which in 1999 cut server backup times by more than three quarters. EVE Online: PLEX, and the monthly economic report. World of Warcraft: the Token, a one-way valve where cash buys a token, the token sells for gold at an algorithmic price, and the buyer redeems it for game time. Gold never becomes cash, which is what keeps it out of regulated territory. Old School RuneScape: bonds that are simply an item in your pack, a 10% fee to make a traded bond tradeable again, and a market tax that funds buying supply off the market and deleting it. Albion Online: no global market at all. Every city has its own order book, hauling goods between them is the gameplay, and the price spread is the reward. Its Black Market NPC buys player-crafted gear and turns it into the loot that drops from monsters. Final Fantasy XIV: many small universal fees, of which the teleport charge moves the most money; a housing lottery that destroys the winner's payment; and a strict separation between the money economy and character power. Guild Wars 2: a bidirectional gem-and-gold exchange priced by formula rather than an order book, and a trading post that removes 15% of every trade in two separate fees. Path of Exile: the counter-model, with no gold at all, currency that is also crafting material and is destroyed on use, and a full economy reset every few months.
| Capability | UO | EVE | WoW | OSRS | Albion | FFXIV | GW2 | SotA today | SotA proposed |
|---|---|---|---|---|---|---|---|---|---|
| Player-run shops holding stock | ●invented it | ◐ | ○ | ○ | ○ | ◐retainers | ○ | ●two kinds | ●unchanged |
| Global search across all sellers | ○ | ◐per region | ● | ● | ○local only | ◐per world | ● | ●shipped | ●plus history |
| Standing buy orders | ○ | ● | ○ | ● | ● | ○ | ● | ●shipped | ●on the board |
| Partial fills on orders | ○ | ● | ◐ | ● | ● | ○ | ● | ○ | ● |
| Bidding, true auctions | ○ | ◐contracts | ● | ○ | ○ | ○ | ○ | ○fixed price | ○not proposed |
| Published price history | ○ | ●built in | ○ | ●official | ●per city | ◐ | ◐API only | ○ | ● |
| Sink that scales with trade volume | ◐rent on stock | ●broker plus tax | ● | ●trade tax | ● | ● | ●two fees | ◐vendor sales only | ●after audit |
| Listing fee separate from sale tax | ◐ | ● | ◐ | ○tax only | ● | ○ | ● | ◐two systems | ●one model |
| A recurring cost every player pays | ◐insurance | ◐ | ●repairs | ●death fees | ●gear loss | ●teleports | ◐ | ○landowners only | ◐service layer |
| Many small universal fees | ◐ | ● | ● | ● | ● | ●the exemplar | ◐ | ◐postage | ● |
| Structural item destruction | ◐ | ●ship loss | ◐ | ●consumables | ●full loot | ◐repairs | ◐ | ◐no gold cost | ◐turn-in |
| Premium currency is a tradeable item | ○none | ●PLEX | ◐ | ●bonds | ● | ○none | ◐ | ●already true | ●unchanged |
| Sanctioned premium-to-gold market | ○ | ●open market | ●algorithmic | ● | ●order book | ○ | ●algorithmic | ○player-run only | ● |
| Premium time buyable with in-game wealth | ○ | ● | ●the Token | ●bonds | ● | ○ | ○no sub | ○ | ● |
| Public faucet and sink reporting | ○ | ●monthly since 2015 | ○ | ◐ | ◐ | ○ | ◐ | ○internal only | ● |
| Machine-readable market data | ○ | ● | ◐ | ● | ◐ | ○ | ● | ○ | ● |
| Prices differ from place to place | ●vendor malls | ●by region | ◐ | ○one market | ●the whole design | ● | ○ | ●town by town | ●kept |
| Depth in what farming yields | ● | ● | ◐ | ● | ● | ● | ◐ | ○three outcomes | ● |
● native · ◐ partial or third party · ○ absent. "SotA today" is the migration branch as of August 2026. "SotA proposed" is this catalog shipped.
Shroud's row is unusual. The two capabilities the genre spent twenty-five years arguing about, player-run shops and a search that finds them, are both filled in, and one of them shipped this year. What is empty is everything that would let anyone say whether the result is working: no price history, no published accounting, no fee anyone can read on the way past. Two more cells are filled in by accident rather than design. The premium currency is already an ordinary tradeable item, which is the structure EVE spent a decade building PLEX to reach, and prices already differ town by town, which is the thing Albion sells as its defining feature. Neither was designed. Both are worth keeping.
Thirty-four proposals in three tiers. Tier one is small work on machinery that already exists, and most of it could ship one item at a time as ordinary patch notes. Tier two is real client and server work with light or no new storage. Tier three carries persistence, a decision, or both, and each of those cards names what it would cost to keep.
Two conventions run through every card. Where the honest answer to a question is a number, the card proposes an audit with a method and a decision at the end of it, never a number on this page. And where a card would change what the game stores, its cost strip says so, because that is a real commitment with a migration record attached.
Small work on machinery that already exists. Each of these can ship on its own, and none of them moves a number that matters.
The game records mining a vein, catching a fish, skinning a beast, opening a chest and killing a creature as the same kind of event. Everything a player spends is recorded in detail. Everything the world produces arrives under one label. This gives each source its own entry, and gives Crown transactions a recorded line so premium currency stops being invisible to the record. Nothing about play changes. It is the piece every audit and every report on this page stands on.
Seen in: EVE's monthly economic report, which is only possible because every faucet and sink is tagged by name; the Grand Exchange's tax reporting works the same way.
The reason list is append-only and safe to extend, so this is one existing entry split into several, keyed off where the loot came from, plus a separate recorded amount for Crown movement. The reason Crowns currently record nothing is a flag marking them as having no gold value, which also stops them being sold to a merchant. That flag must not change, because item stacking depends on its exact value, so the Crown figure rides alongside it rather than replacing it.
The risk here is quiet. One mis-keyed source would silently mislabel a whole class of production for the report's first months, so each source needs its own test.
The search can already be asked for a listing by numeric attribute, so "a bow with at least ten fire attunement" is a question the index can answer today. The server half is live. The picker that lets a player ask it is written and has not reached a client build. This ships it, and adds saved searches so the one you run every day is one click.
Seen in: Guild Wars 2's trading post filters, and Ultima Online's own vendor search, which took until 2014 to reach attribute queries.
Committed work waiting on a patch: the stat picker, the per-stat minimum rows and the category wiring. Around seventy-five stats are filterable. Ten of them depend on who is wearing the item, and those are marked so that a threshold admits them by presence rather than dropping gear that really does grant the stat. Saved searches are stored on your own machine.
Vendors can hold buy orders, and today the only way to find one is to walk to the vendor that posted it. The index already carries them. This adds a view of who is buying, so a gatherer can see what the game wants before deciding what to gather. It has been asked for twice on the forums, seven years apart, with nobody arguing against it.
Seen in: the Grand Exchange and the Guild Wars 2 trading post, where supply and demand are two views of one book; EVE shows both sides of every market by default.
Buy orders are already indexed as their own kind of row, from both the public and the player-vendor side, so the data exists today. The work is a filter for listing kind and a mode switch in the search window. An order nobody can partly fill is still frustrating to find, so this should land close to S11.
The game already counts how many nodes in a row you have pulled an extra harvest from. Nothing reads that count. This shows the streak on the gathering bar and lets a long run pay a little better, so a gathering session has a shape instead of being a flat series of identical pulls. The curve itself is a balance number, set by a balance review rather than here.
Seen in: Old School RuneScape's escalating skilling curves, and Final Fantasy XIV's chained gathering procs within a node.
The counter is complete and covered by tests, and its own source comments say the escalation testers have asked for is deliberately left unwired because it is a balance decision rather than a code one. This card is the visible half plus the request for that decision. A streak bonus is a faucet on the most-farmed materials, so it needs a ceiling and its own line on the report.
Nine of the game's bait types ship as items you can hold and cast, and the tables that would decide what they catch were never filled in, so using them changes nothing. This authors those tables and gives each bait a reason to exist. It is content work rather than new systems, and it turns nine dead supply chains back on.
Seen in: Old School RuneScape and Final Fantasy XIV, where the choice of bait is the main lever in fishing.
Restoring the entries is the small part. Each restored bait needs catch tables authored for the waters it is legal in, scene by scene, and every new entry is a new source of goods, so each should be valued against the ones that already exist rather than guessed. Best done alongside the drop audit.
Resource nodes come back on the same schedule whether a zone holds twenty players or one. The code that scales that with how many people are actually present was written and left switched off. Turning it on means a busy zone recovers faster, and a quiet private instance stops being the most efficient place in the game to gather.
Seen in: Final Fantasy XIV's instanced node behaviour, and New World, which scales respawn with how busy a region is.
The multiplier and the instance check both exist and both currently fall through to the same answer. It is a small change that moves yield in both directions at once, so it lands with a balance-log entry and gets watched on the report for a full cycle. Tests come first.
Three pieces of code decide how much the world produces: the harvest roll, the loop that keeps nodes populated, and the rule that decides what a crop yields. None of them has a single automated test. This adds coverage, so any future change to production has to say out loud what it changed. Players never see it, and it is the reason the production cards here can be shipped without guessing.
Seen in: ordinary practice. The reason EVE and Old School RuneScape can retune rates confidently is that the rate functions are pinned down first.
All three are pure logic and testable without a running world, which is how the rest of this proposal series has been built. A deterministic random source already exists in the test suite for exactly this purpose. One of the three lives in the code that is mirrored between client and server, so its tests cover both sides at once.
Two features built this summer move gold between players, the tip jar and house sales, and both follow a pattern that makes a double payment impossible even when a step has to be retried. This writes that pattern down as the rule every new gold flow on this page follows, and puts it on the review checklist. It is the difference between adding an economy feature and adding an economy incident.
Seen in: ordinary ledger discipline. Every game that moves currency between accounts treats those operations as safely repeatable.
The rule in one line: take the money first, write down what is owed in a record that survives a crash, advance that record exactly once, and address the delivery so that a retry lands on the same place instead of paying twice. A document on its own drifts, so this is a checklist gate as much as a written rule, and it lands together with a refresh of the economy documentation, which has been stale since June.
Membership already changes something concrete in play: it doubles how many combat decks you can keep, and the game says so in a chat line if you reach the limit. Nowhere does the game show you what your membership includes, when it renews, or which benefits are active right now. This adds one panel that answers those questions and labels the places a benefit applies. It adds no new benefits. It makes the existing ones legible.
Seen in: Final Fantasy XIV's account status panel, EVE's status page, Guild Wars 2's account tab.
The client already knows whether you are a member and already uses that in two places. Membership itself is decided outside the game and refreshed every time you sign in, so the panel reports rather than computes. Worth fixing in the same pass: the monthly reward schedule currently has two entries pointing at the same window, and only the first of them is reachable.
The one real risk is tone. The panel states facts. It is not a sales pitch.
Larger client and server work with little or no new storage. Most of these finish something the game already half has.
Changing the price of something on your vendor means pulling the listing down and putting it back up, and the listing fee is charged again when you do. This adds changing a price in place, topping up an existing row with more stock, and a line on the confirmation showing the fee and what you will actually receive. Merchants asked for this on the forums in 2023.
Seen in: Final Fantasy XIV's retainer price edits and Ultima Online's vendor repricing; Guild Wars 2 charges a listing fee precisely to make relisting a decision.
Today the only route is remove and relist, and the fee is charged up front and destroyed. This adds an operation that edits the existing row under the lock it already has, recalculating the fee difference through the same shared formula the client uses to preview it, so no extra round trip is needed to show you the number. The search index picks the change up through the feed it already watches.
The risk is obvious and has to be closed in the design: a reprice path that skips the fee becomes the cheap way to list, so raising a price charges the difference.
A buy order today is all or nothing, so an order for two thousand cotton is useless to a player carrying four hundred. This lets a seller fill any part of an order and leaves the rest standing with its gold still held. It is the single change that turns buy orders from a curiosity into the way gatherers find demand, and it is the other half of S3.
Seen in: the Grand Exchange, the Guild Wars 2 trading post and EVE, where partial fills are simply how orders work. Requested on our forums in 2019 and again in 2026.
| Item | Pays | Wanted | Filled | Buyer | Town | Ends |
|---|---|---|---|---|---|---|
| Cotton | 34 | 2,000 | 640 | Mara's Forge | Brittany | 4d |
| Cotton | 31 | 5,000 | 1,900 | Silk Road Company | Ardoris | 6d |
| Cotton | 29 | 800 | 800 | Ansel Trading | Owl's Head | done |
| Mandrake Root | 88 | 1,200 | 410 | Ellsworth Fine | Brittany | 5d |
Orders already hold their gold from the moment they are posted, and the sweep that expires them already exists. Partial filling means allowing a quantity below the order's total, decrementing the row under the lock it already carries, and paying the seller through the mail path proceeds already use.
Partial fills multiply the number of payout events, which is exactly the situation the money-safety rule in S8 exists for. Every fill goes through it.
What an NPC merchant has on the shelf is rolled fresh when the merchant loads, so the arrows or reagents you walked across a zone for may simply not be there today. This gives each shopkeeper a small authored section that is always stocked with their staples, and adds a buyback row holding the last few things you sold them, in case you sold the wrong item.
Seen in: World of Warcraft's buyback tab, Final Fantasy XIV's vendor buyback, and Ultima Online's fixed NPC stock with restock timers.
| Item | Price | Stock | Why this price |
|---|---|---|---|
| Copper Ingot | 24 | 120 | his usual price |
| Iron Ingot | 51 | 40 | his usual price is 34, recently in demand here |
| Repair Kit | 115 | 12 | always stocked |
| Maple | 18 | 200 | his usual price |
Stock is rolled from a loot table when the merchant loads, capped and re-rolled on a timer. An authored staples list on the shopkeeper merges ahead of the rolled shelf. Buyback prices from the amount already recorded on the sale rather than a new calculation, and a related mechanism already exists: player-crafted goods sold to a merchant are scored and pooled, and can be handed back out later.
An always-stocked staple is a price ceiling for player crafters on that item, so staples must be chosen from the things crafters do not sell.
Farming is the game's weakest production system. Your harvest is decided by one thing, how many watering windows you hit, and it lands on one of three fixed outcomes. Your farming skill does not touch the yield. The fertilizer you consumed does nothing at all. The growth clock runs on a schedule that punishes anyone with a job. This rebuilds the yield around skill and care, makes fertilizer and tools matter, widens the watering windows, and lights up the farming proficiency that exists in the game as an unimplemented slot.
Seen in: Star Wars Galaxies, where resource quality drove yield; Final Fantasy XIV's gardening, with tiered outcomes and crossbreeding; Wurm Online's skill-scaled crops.
| Slot | Crop | Growth | Water | Ready |
|---|---|---|---|---|
| 1 | Cotton | 82% | 2 of 3 given | in 32m |
| 2 | Cotton | 82% | 2 of 3 given | in 32m |
| 3 | Garlic | 100% | 3 of 3 given | ready |
| 4 | Nightshade | 31% | 1 of 2 given | in 2h 10m |
| 5 | empty |
The yield rule today takes the number of watering windows you hit, divides by the number offered, and picks one of three authored outcomes. There is no skill term, no gradient and no critical result. The bed already stores what tool you used and whether you applied fertilizer, and nothing reads either of them, so fertilizer is consumed for no effect at all. The farming proficiency exists in the skill list marked as not implemented, and the agriculture skills that do work only change how large an area your batch actions cover.
Growth accrues against the world clock whether you are logged in or not, and a bed indoors grows at a fraction of the outdoor rate. The client predicts your actions locally so a large farm feels responsive, and that prediction has to move in step with any rule change. All of this lives in the code mirrored between client and server, so it is a two-sided change.
Any yield increase is a straight faucet on whichever crop already has the best margin, so this ships behind the margin audit with the report watching.
The game can already gate a drop by time of day, and can already give a whole scene a temporary gathering bonus. Both powers are used in exactly one place each. This turns them into a published rotation: some materials come in better at night or in a season, and a handful of zones carry a gathering bonus that changes on a schedule you can see in game and on the resources page. It gives gathering a reason to move around the map.
Seen in: Final Fantasy XIV's time and weather gated nodes, Albion's zone resource tiers, and rotating world events in most live games.
Time gates are authored and enforced today and barely used. The zone bonus machinery is complete, with the schedule, the eligibility scan, the day-long term and the client payout all running, and exactly one bonus defined, for fishing in player-owned towns. Adding mining, forestry, foraging and agriculture is an append to that list plus authored bonus content. The town exclusion list currently lives in source and should move to configuration in the same change. The rotation publishes through the same pipeline that already builds the public resources page.
Time-gated availability punishes players in the wrong time zone, so windows must be long, published ahead, and never the only source of a material.
A heavily fished spot should get worse for everyone fishing it, and recover when it is left alone. Today each client works that out for itself, in its own session, so the pressure is not shared between the people standing on the same bank and it resets when you log out. This moves the record to the server's authority so it is one number everyone at that water shares, and puts fishing on the same footing as the rest of production for the report.
Seen in: Albion and New World, which deplete shared nodes for everyone at once; Old School RuneScape's fishing spots move for the whole crowd.
The pressure model already exists and already buckets the water into areas and decays over time. Moving it to where the loot roll already happens makes it shared and durable, keyed by scene and water area. The recovery curve and its ceilings become tuning values alongside the other fishing numbers. While in here, the fixed cast duration carries a standing note in the source, and the per-cast ceiling is the natural place to hang a skill term.
Shared pressure makes a crowded bank feel worse before it feels fair, so the recovery has to be generous and visible.
Every price the game charges should be worked out and confirmed by the server, and every charge recorded on the same ledger. Most of the game already works this way. This finishes the job so the rule has no exceptions, and stamps the fee rules with a version so a rate can change later without breaking players who have not patched yet. Nothing about what you pay changes.
Seen in: ordinary authoritative-server practice. It is the reason Old School RuneScape can change its market tax on an announced date, and Guild Wars 2 can retune fees without a client update.
The pattern to copy is already used by mail, vendor fees, bank upgrades, dungeon expansions and lot sales: read the rule from configuration, work the price out on the server, compare it to what arrived, then move the gold under the audit log. The remaining paths are tracked internally rather than described here.
The version stamp is already built and has never been used. It is the seam that lets a fee formula change without breaking a client that has not updated yet, which is exactly what the later cards in this catalog need, so it lands first.
The Crown Store's shelf list travels inside the game client, so adding a shelf, running a themed round or correcting a listing waits for a client patch, even though the store's sale and vault rotation is already driven by the server. This moves the catalog itself to the server and hands the client the shelf at sign-in, with the artwork still shipping in the build. It is an operations change that lets the store respond between releases.
Seen in: every live-service storefront. Guild Wars 2 and Final Fantasy XIV both rotate shelves without a client patch.
The catalog is authored as assets, exported, and loaded on the server as a baked copy that purchases are checked against, so the server already has the data. What is missing is treating that copy as the source rather than a mirror. The hot path exists already: the server watches its data file and reloads within seconds of it changing.
The failure mode to design for is a server shelf naming artwork an older build does not have. That must degrade to a hidden entry rather than a broken card, so the client needs an explicit path for something it does not recognise. This cross-links the store authoring tooling work rather than duplicating it.
The largest gold drains in other games are not big purchases. They are hundreds of tiny fees nobody thinks about. Shroud has almost none of these. This adds a layer of small paid conveniences: caretakers who water or restock while you are away, couriers, gear renaming, expansion services, event entry. The rule attached to it is the important half: new conveniences carry a fee, and things that are free today stay free.
Seen in: Final Fantasy XIV's teleport fees, the highest-volume gold sink in that game; Ultima Online's hired NPC services; Guild Wars 2's waypoint costs. Our own 2018 community sink thread is a ready-made backlog of sixty-five replies.
The shape to copy is the bank upgrade: rules in configuration, the price worked out on the server, compared with what the client sent, then gold moved under the audit log. Showing a new rule set to the client costs nothing new, because the pattern for fetching rule sets already exists and is used by five systems. Configuration values need a restart and no client work at all.
The risk is fee fatigue, which is why the doctrine line matters more than any individual service: nothing that is free today starts costing gold.
Each of these carries stored data, a decision, or both. Where a card is mostly a decision, it says so and lays out the options rather than picking one quietly.
In 2021 the community argued for twenty-four replies about whether gold was inflating, and nobody could settle it, because the only numbers anyone had came from an outside gold-selling site. This publishes the game's own numbers on a schedule: how much gold exists, where it came from and where it went, by named source and sink, with the raw tables downloadable. EVE has done this every month for a decade and it turned inflation fights into arithmetic. It also holds us to account for every faucet we ship.
Seen in: EVE Online's Monthly Economic Report, published since 2015, giving money supply, full faucet and sink tables by name, velocity, and regional trade, with the data available to anyone.
| Trade | Count | Value |
|---|---|---|
| Vendor sales recorded | 188,240 | 3.1 billion |
| Buy orders filled | 41,905 | 0.7 billion |
| Crowns traded between players | 41,300 | average 9,450 gold |
Illustrative figures. The one row on this page that cannot be produced today is harvesting, fishing and field dressing, because every extraction source currently records under a single shared label. That is S1, and it is why S1 is first.
The ledger already exists and has for years, with a signed amount on every event, and a per-scene occupancy figure written every minute that gives the denominator for any rate. Internal dashboards already read it, and the scene analysis pages already compute gold per player-hour. This is an extension of existing telemetry rather than new instrumentation.
Three pieces are genuinely new. Longer retention or a monthly rollup. A money-supply figure, which does not exist today: the record holds a lifetime-earned counter per account but no lifetime-spent counter and no total, so this needs either a spent counter or a scheduled sum. And the public page itself, built the way the existing public resource and creature pages are built.
Redaction rule for the published version: aggregate only, never a per-player slice, and nothing about how anything is validated or policed.
Players already build price trackers by hand, because the game gives them nothing. Every completed vendor sale is already recorded with its price. This turns that into a daily series per item, shown as a small range on the item and in search results, and published as a read-only feed the community can build on. It is the fastest way to make the market legible to somebody who just arrived.
Seen in: Old School RuneScape's official price guide, Guild Wars 2's trade APIs, and Final Fantasy XIV's community price aggregator. Our own players built a market tracker by hand in 2021.
Vendor events already carry the price, the fee, the commission and the price per unit, and the search index already holds every live listing. The work is rolling completed sales into a per-item daily series with a median, a volume and a low and high, then showing it where prices are already shown.
Total transparency compresses the margins that reward hauling and market-making, so the answer is daily aggregates rather than a live per-listing feed, anonymised at the item and day level.
The game's trading fees sit on two vendor channels, and the one cost that repeats for a player, lot tax, only exists if you own land. A player who owns nothing pays nothing back into the economy no matter how much they trade. This makes a single published turnover rate the economy's main structural drain, applied consistently across the vendor channels, itemised on the receipt so you always see what it cost, and reviewed against the published report. The rate is a decision made with the report in hand, and is not set on this page.
Seen in: Old School RuneScape, which added a trade tax in December 2021 and raised it in May 2025, spending part of the take buying over-supplied items off the market and destroying them; Guild Wars 2 splits a listing fee from a sale tax; Final Fantasy XIV takes a cut of every board sale.
The destruction machinery already exists and is already recorded as removal. The public listing fee is taken and destroyed, and the player-vendor commission is destroyed at the moment of sale, with a comment in the code saying exactly that. The formulas live in the shared code that the client also uses to preview a fee, and the rates live in configuration that needs a restart and no client work.
The real risk is displacement. A rate high enough to matter pushes trade into hand trades and mail, which are untaxed. The answer is keeping vendor convenience clearly better, through search, buy orders and buyback, rather than taxing hand trades, and announcing any change well ahead with the report as the justification.
Listing something costs the same whether it is a stack of arrows or the most valuable weapon on the shard, and once it is up, leaving it there at a price nobody will pay costs nothing at all. Ultima Online solved this in 1997 by charging vendor rent as a share of the value of the goods on the shelf. This does the same, with a free allowance so ordinary sellers pay nothing, a hard cap so the bleed can never surprise you, and unpaid rent simply returning the goods the way expiry already does.
Seen in: Ultima Online's player-vendor rent, charged daily against stocked value; Final Fantasy XIV throttles the same problem with listing caps instead.
It rides the sweep that already runs every minute expiring listings, as a periodic draw priced from listed value through the same shared fee code. Unpaid rent uses the return path that already exists, which sends player-vendor goods back to the owner's bank and mails public-vendor refunds. Today's caps are counts rather than values, so a value-based lever is genuinely new.
This taxes the most active merchants, who are the players keeping the market alive, so it needs a free allowance, a daily ceiling, an announced grace period, and a decision about whether it replaces the turnover fee rather than stacking on top of it.
A permanent turn-in where you hand over goods, and gold, and receive standing that buys things you cannot get any other way: titles, cosmetics, decorations, and entries into draws for scarce items. Ultima Online invented this in 1999 to solve a storage crisis, and it worked so well it came back permanently. We have the same accumulation problem, and the community has been asking for purchasable prestige titles since 2018. Everything it pays out is untradeable, so it drains the economy instead of feeding it.
Seen in: Ultima Online's Clean Up Britannia, which awards points for turning in gold and resources themselves; Final Fantasy XIV's grand company turn-ins. Our own 2016 gold-ticket property draws are the local precedent for the draw.
Destroying items and valuing them are both solved already, and so is removing gold. Standing should ride the achievement programme's counter plumbing rather than inventing another currency, and the reward counter should be the shared shelf from S26 so that standing, commendations and certificates all use one mechanism. Titles already have storage and a grant path that bypasses the bank entirely.
Any turn-in table priced above what the goods cost to acquire becomes a farming loop, so the table is set from measured values and watched on the report. Every reward is minted untradeable, or the whole thing becomes a faucet.
Repairing gear costs kits or Crowns and never costs gold. Dying costs no gold anywhere in the game. The two things players do most often remove nothing from the economy. Rather than pick an answer, this card puts three on the table: leave it alone and let repair keep driving crafting demand; add an NPC gold repair lane beside the crafted one; or offer an optional insurance contract paid in gold that covers a loss at a markup and is consumed when it pays out. Whichever is chosen, the standing rule holds. Power is never purchasable with Crowns, and a gold lane must never be better than the crafted one.
Seen in: Ultima Online's Age of Shadows insurance, a per-item premium destroyed on every death, and the most effective recurring sink the lineage produced; Old School RuneScape's death fees; Final Fantasy XIV's split between paid NPC repair and crafter repair.
The two repair paths that exist consume a kit or Crowns, with diminishing restoration as an item is repaired repeatedly. No gold path exists in any death, resurrection or travel route anywhere in the game. An insurance contract would follow the money-safety pattern from house sales, and it overlaps directly with PvP ransom and the stake tiers proposed on the PvP page, so it is decided together with them rather than separately.
Any repair gold cost lands hardest on the players who fight most, and an insurance channel changes what death means. That makes this a design decision before it is an economy one.
NPC merchant prices already climb as more different players buy the same goods from the same shopkeeper, which is a real demand signal. That memory lives only in the running server and is lost whenever the merchant is reloaded, so a town's prices reset for reasons players cannot see or predict. This makes the memory durable and shows which way a price has moved, so demand becomes something you can read and trade against.
Seen in: Black Desert's demand-responsive market pricing, Albion's per-city order books, and Ultima Online's throttled NPC restocks.
The pricing rule counts how many different players have bought a thing recently and marks the price up accordingly, exempting anything flagged to ignore it. That count is a plain in-memory structure on a pooled object that gets thrown away when the merchant goes idle, and the reload timer only re-rolls stock. The lifetime of a purchase record is already a configured value on the hot-reloadable market file, which implies persistence was always the intent.
Durable prices mean a coordinated group can push a town's prices and have it stick, so the count needs decay and a ceiling, and the report needs a merchant price series to watch it.
A complete merchant that buys and sells for Crowns instead of gold already exists in the build. Its data model, its assets, its network structures, and a per-item sell-back value authored on every item in the game. None of it is connected to anything. Three separately planned features need exactly this shelf: selling items back for Crowns, spending PvP commendations, and spending achievement certificates. This builds it once, with an explicit list of which currencies are allowed on it, and lets all three use it.
Seen in: Final Fantasy XIV's tomestone and grand company quartermasters, Guild Wars 2's karma vendors, World of Warcraft's honor quartermasters. One shelf, many currencies.
| Item | Cost | Stock | Note |
|---|---|---|---|
| Obsidian Potion | 12 | - | yours only |
| Banner of the Vale | 150 | 3 | yours only |
| Title: Warden of Aerie | 400 | - | one per account |
The dormant system is all present and all marked obsolete: the shelf data model with cycle detection, the cache and its lookup with no callers anywhere on the server, the field on the shopkeeper pointing at a shelf, the network structures sitting as empty placeholders, a live error-reporting path, a price override report that still generates, an interactive object that opens a window with no code behind it, and the authored sell-back value on items that recipes already validate against but nothing reads.
Crown movement uses the existing gather-and-destroy step, which requires exact payment and gives no change, and every Crown minted must carry the exact flag set that lets Crowns stack. One shelf serving three currencies invites a fourth without review, so the currency kind is an explicit list with a sign-off per addition, and nothing priced in Crowns may be power.
Every town in the game wants the same things at the same prices, which is why the map has no trade geography. This gives towns rotating demands: a town pays a premium for goods it does not produce, the demand changes on a schedule, and player-owned town governors can sponsor demands of their own. It turns hauling into a decision rather than a chore, and it uses the buy-order machinery the game already has.
Seen in: Albion Online, where price differences between cities are the entire reason to move goods. Our own players invented trade routes with no system behind them in a 2017 forum thread.
A town demand is structurally a buy order with an NPC as the buyer, so it reuses the order records and operations that exist, and it becomes searchable for free because the index already builds documents from buy orders. The rotation reuses the same round machinery already running for zone bonuses. Governor-sponsored demands cross-link the town page's donation board and market stalls rather than duplicating them, and that page's constraint holds: this adds no deed requirement and does not touch the tax system.
An NPC paying above material cost is a faucet, so every order price derives from measured material cost, and the total a town can pay per round is a published cap.
The oldest argument in this game's economy is whether dropped gear should compete with crafted gear. Albion answered it with a broker: an NPC posts buy orders for player-made goods, and what it buys becomes the loot that drops in the world. Crafters get steady baseline demand, drops become partly player-made, and both sides of the argument get what they were actually asking for. We already have most of the machinery, because goods sold to merchants by crafters are already scored, pooled and handed back out.
Seen in: Albion Online's Caerleon Black Market. Our own 2020 thread on drops versus crafted gear, sixty-three replies long, is the same proposal without a mechanism.
The recycling loop already exists: player-crafted items sold to a merchant at full stack are scored, stored, and re-issued later, and merchant purchases can already hand back one of those recycled items. Placement uses the additive loot channels that already exist per spawner and are mostly empty. Any injected content still has to pass the scene's own loot validation, so a bundle must be present in that scene's references.
This is a faucet and a loot-table change at the same time, which is why it sits at the end. It ships only once the report can show what it did, and the broker's per-round gold budget is a published number.
Players have been trading Crowns for gold with each other for years, through an exchange run on trust that publishes no book and has seen its rate move by a factor of two, with its own operators writing publicly about buying out cheap stock and relisting it higher. This is the official version. A window where players post Crowns for sale and gold buy orders, where the book is public, where every fill is held by the server until it settles, and where the price is whatever players agree it is. We never set the price, and there is no path out to real money in either direction.
Seen in: EVE's PLEX market, where the premium item trades on a real order book; Albion's floating gold and silver exchange; the WoW Token, priced by algorithm rather than a book; Old School RuneScape's bonds trading on the Grand Exchange.
| Buyers offering | Gold each | Crowns | Orders |
|---|---|---|---|
| Best bid | 9,400 | 120 | 7 |
| next | 9,300 | 340 | 11 |
| next | 9,100 | 900 | 19 |
| Sellers asking | Gold each | Crowns | Orders |
|---|---|---|---|
| Best offer | 9,500 | 60 | 3 |
| next | 9,650 | 210 | 9 |
| next | 9,800 | 475 | 14 |
No gold-to-Crown path exists today. The only bridge is one way, turning Crowns into credit against lot tax, and the reverse is an administrative action. So this is new construction, and it reuses in this order: the escrow and settlement shape from house sales, including the addressing that makes a retry safe; the single gold mutation point; the existing gather-and-destroy step for Crowns, preserving the exact flag set that lets them stack; and the mailed-proceeds path with one new kind appended. The order book itself can reuse the listing and order models.
Design invariants, all of them non-negotiable: one-way valve only, per-account rate limits, published depth, and both sides held until settlement.
Two risks. A thin book is manipulable, which is what escrow, limits and visible depth are for. And the second one is permanent and belongs on the page rather than in a footnote: an official exchange makes the cash-to-gold path explicit, and every game that has done this carries that criticism forever.
A player with more time than money should be able to earn their way to a programme membership, and a player with money should be able to fund that by selling Crowns to them. That is the loop EVE has run since 2008, and it is what a forum proposal asked for in July 2026. The shape here is deliberate: Crowns buy premium utility, bound to the account, and the tradeable supporter items that come with a cash membership stay with cash memberships. That split is what keeps the loop from becoming a farm.
Seen in: EVE's PLEX for game time, the WoW Token for thirty days, and Old School RuneScape's bonds for fourteen.
| Risk | Answer |
|---|---|
| Pay to win | Premium utility never includes power. That line is already settled twice on the enhancement page and this card does not move it. Worth saying plainly: a 2019 experiment that granted a buff for any store purchase was ended in April 2019 and is not being revisited. |
| Inflation | Crowns spent on time are destroyed and no gold is created, so the redemption is a drain rather than a faucet. The report tracks the volume from the first month. |
| Reward arbitrage | A Crown-funded month grants account-bound utility and no tradeable reward items, which removes the profit loop the proposal was worried about. |
| Housing distortion | The exchange moves Crowns and gold between players and creates neither. Deed and lot prices become a watched series on the report, and the draw in S23 keeps a non-market path to scarce items open. |
| Veterans against new players | Real, and worth stating rather than arguing away. Asset-rich players will use this most. It is also the only path that lets a time-rich, cash-poor player reach premium at all, which does not exist today. |
| Undermining direct revenue | Every Crown redeemed for time was bought for cash by somebody. The redemption price is the lever that decides whether that holds, and it is a decision made with the report rather than a number set on this page. |
Membership is decided outside the game and recomputed every time you sign in, so the game has no subscription clock of its own. It does already grant programme rewards on a schedule with per-account records of what has been given, and there is a live-operations configuration reader written and never wired up. The build is a Crown-funded redemption writing a game-side entitlement window, with the website staying authoritative for cash memberships and the two combined at sign-in.
One existing asymmetry has to be resolved as part of the design: reward items on the two existing tracks are minted with different trade rules today.
If Crowns and gold trade on an official book, the exchange should take a small cut in Crowns and destroy it. That gives the premium currency a drain of its own, it falls hardest on rapid flipping rather than on somebody making a single trade, and it means the exchange does not only move value around. It applies to exchange settlement only, never to store purchases or gifts.
Seen in: Old School RuneScape, which charges a share of value to make a traded bond tradeable again; Guild Wars 2's split listing and sale fees; the WoW Token's in-and-out spread.
It rides the settlement step from S29. The step that destroys Crowns already exists, and every Crown handed back out must preserve the flag set that lets them stack. The rate lives with the exchange rules and carries the version stamp so it can move without breaking older clients. The take appears on the report as its own line, so the drain is visible.
Set too high it strangles the exchange it is attached to. Old School RuneScape tolerates a large rate because membership demand is inelastic, and that may not hold here, so this starts at the low end and moves with the report.
In 2019 a player worked out the cost and the return of a thousand planting spots and found that most crops lost money, that one crop dominated everything, and that the water cost was the same whether the crop took hours or days. Nothing about that structure has changed since. This is an audit, not a retune: value every seed against what its outcomes actually contain, publish the table, and then decide, once, what a crop family is supposed to earn. No numbers are proposed on this page.
Seen in: this project's own alchemy margin tables and creature audit, which are the same method applied elsewhere; EVE and Old School RuneScape both publish input-cost analysis before retuning.
The valuation tool exists but only runs inside the editor. It walks a reward bundle including its children, values each possible result at what a merchant would pay, and scales by how likely each is, producing a low, high and average. Moving it into shared code is mechanical, because it touches only plain data, and it is the one dependency this audit shares with the drop audit. On the cost side the inputs are seed, water and container values, growth duration, watering opportunities, and the fact that fertilizer is currently consumed for nothing.
The audit will show that the easy fix, raising what merchants pay for crops, is a faucet. The same forum thread records a case where high vendor margins turned one crop into an enormous weekly gold printer. The fix has to be on the input cost and the yield structure instead.
Nobody can currently say what an hour of killing, mining or fishing is worth against an hour of crafting, because the numbers live in roughly eight and a half thousand separate loot tables and have never been added up against each other. This flattens all of them into expected value per kill, per node and per cast, joins that to the creature audit and the resource map that already exist, and publishes a ranked list of what the game over-supplies and under-supplies. Then each family gets one decision. Again, no rates are proposed here.
Seen in: EVE's published faucet tables by source, and Old School RuneScape's drop-rate transparency and its use of tax revenue to buy back over-supplied items.
It needs the same valuation port as the crop audit, then joins against work that is already done and published: the creature audit covering more than fifteen hundred creatures across sixty-six families, and the resource atlas covering two hundred and twenty-one scenes and over sixteen thousand nodes. The atlas knows where things are placed, and does not know yield, gather time, difficulty or demand, which is exactly the gap this fills.
Starting points from the community record: teleport scroll supply against the crafting market, contested scarcity on the rarest node types, and the crafted-against-dropped argument. Drop rates are the most emotionally loaded numbers in the game, so the method and the evidence are published before anything moves.
Two decisions were parked in writing, pending an economy review. This page is that review, so it answers them. The crafting orders board should be built, after the measurement layer, with its reward gold drawn from a published budget and its prices derived from measured material cost. Quick Craft should go live, because craft time is a poor throttle on a production economy. Time spent waiting is a tax on the players who craft most, and it removes nothing from the world.
Seen in: Ultima Online's bulk order deeds are the orders-board ancestor, and Final Fantasy XIV's levequests are the same idea with a published reward table. On throughput, both EVE and Final Fantasy XIV throttle production through input cost and market fees rather than wait timers.
The orders board proceeds, with three guardrails. Reward gold comes from a published per-round budget rather than a per-order formula, so the faucet has a ceiling. Order prices derive from measured material cost rather than authored guesses, which is why it waits for the audits. And its payout is its own named line on the report, so its faucet stays separable from every other one. It must also be the same board as the weekly bounty idea already on the roadmap, and must not become a third board alongside the town donation board.
Quick Craft goes live. The economy's measured problem is that nothing recurring removes gold or items, not that goods arrive too quickly, and a timer is a throttle nobody can tune with evidence because it produces no line in any ledger. The conditions are that crafted value per player-hour is captured before and after, that the turnover fee is the lever used if throughput does turn out to be a problem, and that this call is revisited one full month after launch with the numbers published.
Folded into cards rather than listed separately: vendor price floors for crop profitability, which are faucets wearing a different hat and are addressed inside S32; granting a buff or any power for making a purchase, addressed inside S30 with the 2019 precedent; any cash-out of gold or Crowns to real money, excluded by the one-way rule in S29; and making event trophies untradeable, where the community leans the other way.
The danger with a catalog this size is a game with thirty new windows in it. Two facts rule that out. All of the economy interface was rebuilt on the new toolkit this year, so anything proposing a fresh window is competing with one that shipped weeks ago. And the global vendor search is already the strongest economy asset in the game while being shaped like a lookup tool. So the composition rule for this entire document is: the finder becomes the market, the merchant window learns a second currency, the report is a web page, the bed grows a panel, and the receipt is a component that appears inside confirmations that already exist. Five surfaces, and one of them is not a window at all.
One window, five tabs: Listings, Orders, Exchange, Mine, Ledger. Tab one is today's search with two columns added. Tab two reads the same index from the demand side and lets you fill part of an order. Tab three is the Crown order book. Tab four is everything you have posted, escrowed or are owed. Tab five is your own week's money.
The Exchange is a tab rather than its own window for a reason worth stating plainly: a vendor buy order and a Crown sell offer are the same mechanism. Both are a standing, escrowed, price-quoted order that can be partly filled and pays a fee on settlement. They differ in scope and in where the goods land. Building them separately means writing the order widget, the escrow display, the fill dialog and the receipt twice, and teaching players two ideas where there is one.
What it must not become: not a global auction house, because you still travel to the shop and the town column stays; not a bidding house, because nothing in the game bids and adding that is a decision to make in daylight rather than smuggle into a market screen; not a remote bank; and not a second Crown Store.
One merchant window whose header names a currency and whose layout never changes. Talk to a blacksmith and the header reads Gold. Talk to a Crown merchant and it reads Crowns of the Obsidians. Talk to a quartermaster and it reads Commendations, or certificates. Tabs are always Buy, Sell, Buyback.
This one window absorbs five separately-planned counters. The gold merchant as it exists. Buyback, which is the most-requested merchant behaviour in the genre and which the game has never had. The entire dormant Crown merchant, whose data model, protocol and NPC hook all exist and whose items already carry an authored value for what they are worth in Crowns when sold back. The PvP page's commendation quartermaster, which was designed on this exact pattern. And the achievements page's certificate counter, which was too.
What it must not become: a place to buy power. A shelf priced in the premium currency sells cosmetics, decorations, patterns, titles and consumables the game already sells for Crowns. Three sibling pages have committed to that line and this one does not move it.
A public monthly page in the shape EVE has published since 2015: money supply, a named table of every faucet, a named table of every sink, the Crown reference price over time, trade volume, downloadable tables and a plain note on method. Plus a thin in-game tab showing the same headline numbers and then your own week.
It is a web page first because the argument it exists to settle needs a URL, an archive and a spreadsheet, not a window you have to log in to read.
What it must not become: never a wealth leaderboard, and never sliced fine enough to identify one player's holdings in a population this size. Never a live trading terminal. And never a place where store revenue appears, because the Ledger measures the in-game economy: Crown activity is reported as Crowns traded between players, never as money taken in.
Farming is the one production system in the game with a real economy, a hidden rule and no readable interface. The entire yield outcome turns on a watering ratio the player cannot see, on a schedule the player cannot see, with two stored inputs that are consumed and then never read. Every farming proposal in this catalog is a change to what one panel says, so the panel is the deliverable: growth per slot, the watering window with a countdown and your record so far, the expected yield range, what your tools and inputs contributed, and whether this bed is indoors or under a growth decoration.
What it must not become: a farm console away from the bed, a remote-watering surface, or an automation panel. Sowing a bed is also not the same as gathering a node, and the standing decision that resource nodes do not belong inside private property is untouched by any of this.
Not a window. One block with a fixed shape, placed inside confirmations that already exist: what you pay, what part of it is fee, what happens to that fee, what you receive, where it arrives, and what happens if it does not go through. It belongs in listing on a vendor, placing and filling orders, buying and selling at a merchant, paying lot taxes, mailing gold, placing an exchange order, and every capacity upgrade.
It is the highest-leverage element in this document, because half the sink work here is not adding sinks but making the existing ones legible. A listing fee deducted in silence is experienced as a rounding error and remembered as a grievance. The same fee, itemised, with the sentence "this fee is destroyed, it is not paid to anyone," is a design a player can argue with. It is also the raw material of the personal ledger, which is nothing more than the receipts added up.
That last line is the single most important string in this document, and it is already true today.
| Not built | Why | Where it went instead |
|---|---|---|
| A standalone auction house window | Would fork the search that already spans every vendor in the world | The Market, tabs one and two |
| A standalone Crown exchange window | Identical mechanism to a buy order | The Market, Exchange tab |
| A fees and taxes information window | Nobody opens a window to read about fees | The Receipt, everywhere money moves |
| A second Crown merchant window | The merchant window shipped in July; the dormant system needs a currency header, not a rebuild | The Shelf |
| A farm manager window | Detaches the decision from the bed it is about | The Beds panel |
| A crafting orders board | Belongs to the crafting catalog, which was waiting on this review | Cross-linked, answered in section 5 |
| Any change to the Crown Store interface | It shipped in late July | Nothing here touches it |
Five phases. The order is not arbitrary: the measurement work comes first because everything after it is a number decision, and this project's own rule is that numbers move with evidence attached. Publishing before proposing drains also inverts the political order in the community's favour. The data arrives before the bill does.
| Phase | Ships | Server cost | Why this order |
|---|---|---|---|
| 1 Measure and make safe |
S1, S7, S8, S9 | None. Log entries, editor tests, a written rule with a checklist gate, one panel. | Every audit, every report and every argument later depends on being able to tell a mined ingot from a looted one, and on the premium currency appearing in the record at all. The safety rule has to land before anyone writes the next gold flow, and the tests before any production rate moves. Nothing here carries economic risk, which makes it the right thing to ship while the larger decisions are still being argued. |
| 2 Finish what is half-built |
S2, S3, S4, S5, S6, S10, S11, S12, S16 | Two new operation groups; configuration and authored content elsewhere; no new stored collections. | These need no economic decision, and most are already paid for in code that shipped and was never wired up. Server-decided pricing completes here because its version stamp is what lets a rate change later without breaking players mid-patch. This phase also gives the report something recent to measure. |
| 3 Publish the numbers |
S19, S20, S25, S17 | A money-supply figure with its migration record, a price series, a small record for merchant price memory, and a catalog path. | Every remaining card is a number decision. Publishing first means the drains proposed in phase five arrive after the data that justifies them. Durable merchant prices and the server-served catalog land here because one gives the report a price series and the other lets operations respond between patches once people start reading it. |
| 4 Answer the questions, fix production |
S32, S33, S34, S13, S14, S15, S18, S24 | A shared valuation port with no persistence, farming reusing existing fields, an enum append for zone bonuses, scene-scoped fishing state, configuration for service fees. | The two audits gate every production number, and S34 unblocks two features on another page that have been waiting on exactly this review, so it should not wait for the structural work. The production rework lands here rather than earlier because farming and drop rates are where a well-meant change most easily becomes a faucet, and by this point the report can see it happen. |
| 5 The structural economy |
S21, S22, S23, S26, S27, S28, S29, S30, S31 | The heaviest in the catalog: order and escrow records, a standing record, shelf and currency records, an entitlement window, at least two new operation groups, and a migration record for each. | Each of these is either a permanent change to what money means or a new recurring cost players will feel. None should be argued without the report, and none built before the safety rule and server-decided pricing are unconditional. Within the phase: take one primary drain first rather than both, then the voluntary drain on the shared shelf, then the demand systems, and only then the currency border as a single coordinated release priced against a full report cycle. |
flowchart TD S1["S1 sources in the ledger"] --> S19["S19 the report"] S8["S8 money-safety rule"] --> S11["S11 partial fills"] S8 --> S29["S29 the exchange"] S7["S7 rate tests"] --> S6["S6 respawn"] S7 --> S13["S13 farming"] S16["S16 server-decided prices"] --> S10["S10 repricing"] S16 --> S21["S21 turnover fee"] S16 --> S26["S26 shared shelf"] S16 --> S29 S19 --> S21 S19 --> S22["S22 shelf rent"] S19 --> S24["S24 damage and death"] S19 --> S30["S30 premium time"] S19 --> S32["S32 crop audit"] S19 --> S33["S33 drop audit"] S3["S3 search buy orders"] --> S11 S11 --> S27["S27 town demand"] S27 --> S28["S28 the broker"] S33 --> S28 S26 --> S23["S23 Clean Up Novia"] S29 --> S30 S29 --> S31["S31 settlement fee"] S32 --> S34["S34 the two decisions"] S33 --> S34 S34 -.unblocks.-> CR["the crafting orders board"]
Four spines run through that graph. Measurement starts at S1 and feeds the report, which feeds every number decision after it. Safety starts at S8 and gates everything that moves gold. Pricing runs through S16, the only tier-two card that blocks structural work in more than one cluster. And the market chain runs S3 to S11 to S27 to S28: search finds the demand, partial fills make it usable, town orders give it geography, and the broker closes the loop back into loot.
Six cards depend on nothing and can be scheduled whenever there is room: the vendor search filters, meticulous streaks, the membership panel, merchant staples and buyback, seasonal rotation, and the server-served store catalog.
The crafting orders board proceeds, with one condition. The crafting catalog's board is a run of NPC writs: an NPC asks for a quantity of a crafted good and pays for it on delivery. That is the same mechanism as the demand broker in this catalog and it should be built once, not twice. The condition is the one this review exists to impose: an NPC that pays gold for goods is a faucet, and it must be measured as one from the day it opens. That means the board ships after per-source recording lands, its payouts appear in the monthly report as their own named line, and its rates are set from the audit rather than from intuition. Agriculture is the cautionary example already in the record: one crop's vendor price made a system into a gold printer, and nobody could see it happening.
Quick Craft is not an economy risk on its own, and the reason is worth stating. The concern was that craft time is the only thing throttling how fast the production economy can run. That is true, and it is also not where the throttle should live. Waiting is not a design; it is a tax on attention that everyone pays and nobody notices, and it does not scale with how much a player produces. The real throttles are material supply, which the resource map already describes zone by zone, and demand, which currently has no floor at all. Quick Craft can go live. What should follow it, in order, is per-source recording so the change is visible in the numbers within a month, then the crop and drop audits, then any decision about what actually limits production. If output does climb sharply, the honest lever is the material and demand side, not putting the timer back.
Several things in this catalog's neighbourhood are already built or already planned elsewhere, and this page cites them rather than proposing them again. The global vendor search with its buy orders is shipped, and S2, S3 and S11 finish it rather than replacing it. The tip jar is shipped, and it is where the money-safety rule in S8 comes from. House and lot sales are built, and the exchange reuses their settlement shape. The resource atlas and the creature audit are published, and the drop audit joins against them rather than redoing them. The harvesting swing meter shipped in July, so nothing here proposes a gathering minigame. The achievement programme's activity counters are the intended home for turn-in standing. Guild vaults, the town donation board and market stalls, the dungeon prize chest, the PvP commendation counter and its wagers, and the enhancement chain's economics all belong to their own pages, and the shared shelf in S26 is the one place several of them converge.
The server has written a structured economy log for years. Every item movement that matters carries a reason code from a list of fifty-eight, and every line carries a signed number: how much gold that event created or destroyed relative to what the item was worth. Vendor lines additionally carry the price, the fee and the commission. Scene occupancy is written once a minute, which is the denominator you need to turn any of it into a rate. Nothing in the measurement proposals requires new instrumentation to begin. Two gaps do need closing, and both are named in the catalog.
| Question | Answerable today? | Why |
|---|---|---|
| How much gold did the world create last week, and through which doors? | Yes | Every faucet event carries a reason code and a signed gold delta. |
| How much gold was destroyed, and by which sinks? | Yes | Sink reason codes are granular: listing fees, commissions, expirations, taxes, upgrades, appearance changes. |
| What is the total money supply? | By reconstruction | Gold is a single number per account; there is a lifetime earned counter but no lifetime spent counter and no stored total. |
| What did mining produce this week, versus fishing, versus killing things? | No | Harvesting, fishing, field dressing, chests and kills all share one reason code. This is the one code change the measurement work needs. |
| How many Crowns changed hands, and for what? | No | Crowns are marked as carrying no gold value, so the ledger's value field is zero for every Crown movement. |
| What is a Crown worth in gold? | No | There is no in-game market to set a price. The number circulating today comes from player-run exchanges. |
Tuning cost varies by an order of magnitude depending on where a number is authored, which is why several proposals are cheaper or dearer than they look.
| Where | Examples | Cost to change |
|---|---|---|
| Server configuration files | Lot tax per tier, listing fees and durations, commissions, mail postage, bank and dungeon upgrade prices, lot sale fee | Edit and restart. The client already fetches all of these at runtime, so no patch is needed for the numbers to display correctly. |
| Hot-reloaded market file | Merchant dynamic-pricing knobs | Drop in a new file; live within seconds, no restart. |
| Client tweak assets | Node respawn rates, meticulous timers, harvest mini-game knobs, Crown repair cost, ransom values | Client patch. The shared subset also ships to the server. |
| Baked assets and their exports | Every item's value and merchant price, every loot bundle's contents and quantities, every store shelf price | Client patch plus a report export. This is why store prices cannot be changed live. |
| Code constants | Fishing's per-cast ceiling and fixed duration, agriculture's growth clock and three-step yield, courier quest payouts | Build and deploy on both sides of the shared mirror. |
| The website | Crown package prices, rewards-program entitlement | Live web edit; the game picks it up on a poll or at the next sign-in. |
The pure-logic pieces are testable without a running world, which is how the rest of this series has been built: fee, tax and commission math already has coverage, and the new work adds the exchange's matching and settlement rules, the report's aggregation, the market tax calculation, the vendor upkeep formula, and the production yield paths. That last item closes a real gap. The three functions that decide how fast the world produces goods, the harvest roll, the node population maintainer and the crop yield rule, currently have no tests at all.
Ultima Online: player vendor and vendor rent documentation, Age of Shadows insurance, power scrolls, Clean Up Britannia (1999 and the 2011 revival), UO New Legacy, and Raph Koster's account of the original economy. EVE Online: the PLEX history including the 2017 split and vault, and the Monthly Economic Report series. World of Warcraft: the 2015 Token announcement and the 2017 balance-redemption change. Old School RuneScape: bonds, the Grand Exchange, and the 2021 and 2025 market tax changes. Albion Online: localized markets, the gold and silver exchange, and the Caerleon Black Market. Final Fantasy XIV: market boards, retainers, teleport fees, and the 2022 housing lottery. Guild Wars 2: the gem exchange and trading post fee structure. Path of Exile, Black Desert Online, ArcheAge and Star Wars Galaxies as boundary and cautionary cases. Shroud community threads, cited in place throughout: the revenue-model proposal, the gold-inflation debate, the gold-sink brainstorm, the agriculture cost analysis, the drops-versus-crafting thread, the buy-order search requests, the Crown exchange operators' thread, and the grind thread. Internal research notes accompany this document.
Prepared 6 August 2026 against the migration branch. Thirty-four proposals: nine quick wins, nine core upgrades, sixteen server-backed or structural, of which four are audits and two are decisions rather than engineering. Every figure in every panel on this page is illustrative.
No account needed. Every proposal above also has its own Discussion box for talking about that one alone; this thread is for the plan as a whole. Comments are plain text, held to basic decency, and may be trimmed.