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Economy

Peps SMP uses Create: Tycoon as the foundation of the server economy.

The system is designed to make automation, resource production, trade, shops, and long-term industry actually matter. Instead of money being separate from the rest of the modpack, Create: Tycoon ties currency directly into the Create ecosystem and the resources players produce.

Season 4 encourages colonies and individual players to build businesses, establish trade routes, specialize in different industries, and create an economy driven by the community.


Currency

Create: Tycoon uses a multi-tier currency system based on Create Deco coins.

The currency tiers are:

  1. Copper
  2. Iron
  3. Industrial Iron
  4. Gold
  5. Zinc
  6. Brass
  7. Netherite

Lower-tier coins are used for smaller purchases and everyday trading, while higher-tier coins represent significantly greater value.

This gives the economy room to scale as players and colonies grow throughout the season.


The Bank

The Bank is one of the main blocks used by Create: Tycoon.

It allows players to manage their currency without carrying every coin physically in their inventory.

You can use the Bank to:

  • Deposit coins
  • Withdraw coins
  • Store currency safely
  • Track your balance
  • Manage larger amounts of money more conveniently

Coins received from some exchanges may be deposited directly into your bank balance rather than being placed in your inventory.

tip

Keeping most of your wealth inside the bank is useful when dealing with larger transactions or higher-tier currencies.


The Teller

The Teller Vault is used to exchange configured resources for currency.

A Villager must interact with the Teller Vault before it can be used properly.

Once the Villager becomes a Teller, players can interact with them to open the exchange interface.

The interface allows you to see the value of your resources before completing the exchange.

Teller Setup

A basic Teller setup requires:

  1. A Teller Vault
  2. A Villager
  3. Enough space for the Villager to maintain the Teller profession

A more complete bank setup can include:

  • A Teller Villager
  • A Seat
  • A Teller Vault
  • A Bank block

This can be built into a proper bank building, shop, trading center, or colony treasury.

warning

Villagers should not be trapped inside a completely enclosed single-block space.

Leave at least one available block near the Villager, otherwise the Villager may lose the Teller profession.


Exchanging Resources for Coins

The Teller system allows configured resources to be exchanged for currency.

Depending on the server configuration, supported exchange inputs can include:

  • Nuggets
  • Ingots
  • Storage blocks
  • Diamonds

Peps SMP may adjust these settings depending on the balance and progression of the season.

Before completing an exchange, the Teller interface provides a preview of what your resources are worth across the available coin tiers.

This makes it easier to understand exactly how much money you will receive.


Exchange Limits

Create: Tycoon includes built-in limits to help protect the server economy.

Players may be restricted by:

  • Daily exchange limits
  • Lifetime exchange limits

These limits prevent a single player or highly automated factory from generating unlimited currency immediately.

important

Daily limits are based on real-world days, not Minecraft days.

This system helps keep currency valuable and gives the economy more room to develop over the course of the season.


Passive Income

Create: Tycoon can reward players simply for being active on the server.

Playtime rewards generate currency after configured periods of playtime.

The exact amount may be changed by the server configuration.

The default system can provide small amounts of low-tier currency over time, helping active players participate in the economy even before they develop large industrial systems.

Passive income is intended as a small reward for activity rather than the primary way to become wealthy.


Wandering Traders

Wandering Traders are rebalanced to work with the Create: Tycoon economy.

They may purchase common resources from players in exchange for lower-tier coins such as:

  • Copper coins
  • Iron coins

Their trades are intentionally limited so they cannot become an easy source of high-tier currency.

They may also sell useful items in exchange for coins.

This gives Wandering Traders a more meaningful role without allowing them to destabilize the economy.


Shops

Players and colonies are encouraged to create their own shops and businesses.

You can sell almost anything that other players are willing to buy.

Examples include:

  • Raw resources
  • Building materials
  • Food
  • Create components
  • Machinery
  • Tools
  • Armor
  • Decorative blocks
  • Rare items
  • Industrial products
  • Transportation services
  • Construction services

A successful business does not necessarily need to produce everything.

Specializing in one useful product or service can make your shop valuable to the rest of the server.


Colony Economies

Season 4 — Continents & Colonies gives colonies an opportunity to create their own economic identities.

A colony may specialize in areas such as:

  • Mining
  • Farming
  • Manufacturing
  • Create machinery
  • Construction
  • Shipbuilding
  • Transportation
  • Food production
  • Building materials
  • Rare resources

Colonies can then trade with one another rather than trying to produce every resource independently.

This can lead to permanent trade relationships between different parts of the world.


Trade Between Colonies

Trade is an important part of Season 4.

Continents and islands naturally separate players into different regions, giving colonies a reason to exchange resources and services.

Trade routes may use:

  • Ships
  • Railways
  • Roads
  • Ports
  • Cargo systems
  • Other transportation networks

For example, one colony might produce large amounts of food while another specializes in industrial components.

Instead of duplicating each other's infrastructure, they can trade.

Over time, these relationships can create a real player-driven economy.


Ports & Trade Hubs

Ports can become some of the most important economic locations in Season 4.

A large port may include:

  • Warehouses
  • Shops
  • Cargo loading areas
  • Banks
  • Rail connections
  • Ship docks
  • Markets
  • Storage facilities

Colonies located on major trade routes may be able to turn their ports into economic hubs used by players from across the server.


Keeping the Economy Fair

The Peps SMP economy is designed to reward effort, creativity, industry, and trade.

Players should not attempt to bypass economic systems using:

  • Duplication glitches
  • Exploits
  • Unintended mod behavior
  • Bugs
  • Other unfair methods of generating currency

If you discover an economic exploit, report it to staff instead of using it.

Staff may adjust exchange values, limits, or other economic settings if necessary to protect the economy.


Leaderboards

Create: Tycoon includes commands for viewing economic and playtime information.

Richest Players

/tycoon list