Economy
The economy combines reliable server-provided income sources with a largely player-driven market. The primary currency is $, used for economic transactions ranging from everyday trading and shopping to founding nations and expanding territory.
While several systems provide ways to earn money, prices for most goods are ultimately determined by the players themselves. Chest Shops, the Auction House and direct trading allow players to buy, sell and compete freely without fixed server prices.
Balance & Payments
Your current balance can be checked using /bal and is also displayed on the scoreboard on the right side of your screen. Money can be transferred directly to another player using /pay <player> <amount>.
The maximum amount a player can hold is $3,000,000.
Earning Money
The server provides three primary sources of income: Gold, Crops and Fishing. These provide a reliable way for money to enter the economy, while trading and businesses allow that money to circulate between players.
Gold Bank
Gold is one of the primary ways to earn money. Every player has a personal Gold Bank account where Gold Ingots can be deposited and sold in exchange for money.
Unlike a regular server shop, the price of gold is dynamic. The bank continuously calculates the value of a Gold Ingot based on supply, demand and other economic factors. Depositing large quantities of gold increases the bank's supply and can push its value down, while continued trading and movement of gold through the economy can create conditions for the price to recover or increase.
Because of this, the amount of money you receive for the same quantity of gold can change over time. Checking the current price before making a large sale can therefore be worthwhile.
Farming & Crop Mastery
Farming provides a consistent source of income through both regular Minecraft crops and exclusive custom crops, all of which can be sold at the Planthouse at Spawn. While regular crops can be sold normally, custom crops are connected to the Crop Mastery progression system.
Your current Mastery progress and required quotas can be viewed using /ledger. Completing these quotas increases your Mastery Level, gradually unlocking new custom crops that you can sell at the Planthouse. As you progress, farming becomes more rewarding and gives dedicated farmers access to increasingly valuable crops.
This is a good example of how Warship's server systems and player economy interact with each other.
Fishing
Fishing offers a straightforward alternative for earning money. Fish can be sold to the Fisherman at Spawn, with their value determined primarily by rarity and length.
Rarer species are generally worth more, while larger specimens can receive a higher selling price. Since every catch can differ, the value of a fishing session depends not only on how much you catch, but also on the quality of those catches.
Timekeeper
The Timekeeper provides a passive way to earn money simply by spending time actively playing on the server. Instead of requiring you to sell resources or focus on a specific activity, it allows you to continue working on your own goals while earning additional income.
Use /timekeeper to select a daily playtime goal. Once selected, time spent actively playing contributes toward that goal, allowing you to earn money while building, gathering resources, exploring or working on other projects.
You can use /timekeepercheck at any time to view your current progress, including how much time remains to complete your goal and how long you have before the deadline.
Player Economy
Gold, farming and fishing provide the foundation, but a significant part of the economy is controlled directly by players. There are no fixed server prices for ordinary player-to-player trade, meaning sellers are free to determine the value of their goods and buyers are free to decide what they are willing to pay.
Supply, demand, scarcity and competition all influence prices. This allows players to operate shops, become suppliers, trade in bulk or specialize in goods and services that other players need.
Chest Shops
Chest Shops are the primary system for creating permanent player-owned businesses. They allow goods to be bought and sold even while the shop owner is offline, making them suitable for everything from small individual shops to larger marketplaces.
Shop owners can manage their stock and add employees who are allowed to restock the shop. Employees can also receive a percentage of the shop's earnings determined by the owner, allowing multiple players to operate the same business and share its profits.
Auction House
The Auction House provides a global marketplace for selling items without maintaining a physical shop. Listed items can be viewed by players from anywhere, making auctions particularly useful for valuable items, limited quantities or goods you want to sell to a wider audience.
A 3% listing fee is charged when placing an item on the Auction House. The number of listings you can have active at the same time depends on your rank.
| Rank | Maximum Listings |
|---|---|
| Default | 3 |
| Admiral | 7 |
| King | 9 |
| Imperator | 11 |
| Invictus | 13 |
| Eternus | 13 |
Chest Shops are generally better suited for permanent businesses and regularly stocked goods, while the Auction House provides a convenient way to reach buyers across the entire server.
Direct Trading
Players are also free to arrange transactions without using a shop or the Auction House. Resources can be sold directly, goods can be purchased in bulk and players can establish their own supply agreements or provide paid services.
Payments are made using /pay <player> <amount>, while the price and terms of a transaction are agreed upon by the players involved. This makes direct trading especially useful for larger deals, recurring suppliers and trade between settlements or nations.
Taxes & Fees
There are currently no general taxes on player balances, and Land upkeep is disabled. Owning territory therefore does not continuously deduct money simply for keeping it claimed.
Individual systems may still have their own costs and fees. The Auction House, for example, charges its 3% listing fee, while various Lands actions and other services have their own prices.
Spending Money
Earning money is only one side of the economy. Currency is used throughout progression, territorial expansion, transportation, warfare, farming and equipment maintenance, giving both individual players and nations reasons to reinvest what they earn.
Lands & Nations
Money plays an important role in territorial and political progression. It is required for actions such as creating Lands, founding Nations, claiming territory and expanding existing holdings, alongside other costs associated with the Lands system.
Although Land upkeep is currently disabled, establishing and expanding territory still requires investment. For larger settlements and nations, maintaining a strong economy can therefore directly affect how quickly they are able to grow.
Runes & Teleport Scrolls
The Witch's House offers access to Runes and Teleport Scrolls. Runes can be applied to items to upgrade them with special abilities and effects, providing additional ways to improve and customize your equipment.
The house is also home to Griblik the Scribe, who crafts Teleport Scrolls. These scrolls provide a convenient way to travel and require money as part of the crafting process.
Town Market
The Town Market at Spawn provides access to useful resources and materials, including items that cannot normally be crafted. This is particularly important for certain Redstone components such as Hoppers and Pistons, whose regular crafting recipes are disabled.
Building materials can also be purchased, giving players and settlements an alternative to gathering every resource manually. For larger construction projects, purchasing materials can save significant amounts of time at the cost of additional investment.
Custom Crop Seeds
Money can be reinvested into farming by purchasing seeds for custom crops. These crops are part of the Crop Mastery system and become increasingly important as a player progresses through farming.
For dedicated farmers, this creates a natural cycle of earning and reinvestment: profits from farming can be used to expand production, purchase additional seeds and continue progressing through Mastery.
Mounts & Transportation
Several forms of transportation can be purchased, including horses, ships and hot air balloons. These provide additional options for traveling and exploring while also serving as valuable possessions for players, settlements and roleplay.
Transportation can therefore become an investment of its own, especially for players who frequently travel between distant regions.
Artillery
Military equipment is another major use for money, particularly for established Lands and Nations. Players can purchase artillery such as Cannons, Mortars and Ballistae for use in warfare.
A strong economy can consequently translate into military capability. Nations capable of generating and managing wealth are better positioned to finance equipment and prepare for larger conflicts.
The Forge
Money is also required to repair equipment at the Forge. Instead of valuable weapons, armor and other equipment becoming disposable once damaged, they can be maintained through the repair system.
For players who regularly use valuable equipment, repairs become a recurring expense and another reason to maintain a reliable source of income.
The Bigger Picture
There is no single best way to build wealth. Gold, crops and fishing provide reliable starting points, but the wider economy creates opportunities far beyond those systems.
A farmer can supply another player who has unlocked higher Crop Mastery. A merchant can purchase resources in bulk and resell them through Chest Shops. Settlements can develop local marketplaces, while nations can organize trade networks and use their economic strength to finance expansion or warfare.
The server provides the foundation, but players determine how most wealth moves through the economy. Prices change, demand shifts and new opportunities appear as players and nations develop.
Whether you choose to farm, trade, operate a business or build an economic network across several nations, how you earn, invest and use your money is ultimately up to you.