The economy
Last updated 11 September 2026. Report a discrepancy through the GeoNations Discord.
This page documents the server shop, player trading systems, taxes, fees, and commands that transfer money.
New players begin with $500. A balance cannot fall below zero, so the economy does not provide loans or overdrafts.
Server shop pricing
The server shop uses unfavorable buy and sell prices so player to player trading can operate between those prices.
The numbers: buying from the server costs 8 times the base price, selling to it pays 0.40 times. Across the 1,109 shop rows that carry both a buy and a sell price, the middle of the distribution pays back 1.25% of what it charges. Sell something to the server and buy it straight back and you keep about an eightieth of what you started with.
If the server offered competitive prices on both sides, players could sell all production to a menu and purchase all supplies from the same menu. That would remove most demand for player shops and direct trade. The server shop instead provides a low guaranteed sale price and a high guaranteed purchase price.
For example, the server buys a diamond for $5.25 and sells one for $420. A player shop with a buy price above $5.25 and a sell price below $420 provides a better rate to both sides.
Using the server shop
/shop and /market both open it. Ten sections: resources, blocks and building, farming and food, tools and combat, enchants and potions, mob drops and spawners, decoration and dyes, music, storage, and miscellaneous. (A hidden everything-else catalogue prices the leftovers — you cannot browse it, but /sellall still pays for its items.) Inside a section: left click buys, right click sells, shift right click sells every one of that item you are carrying. Nothing leaves your balance until you press the confirm tile.
Reference prices, per single item
| Item | You pay | You get |
|---|---|---|
| Diamond | $420.00 | $5.25 |
| Emerald | $315.04 | $3.94 |
| Gold ingot | $66.16 | $0.83 |
| Iron ingot | $44.16 | $0.55 |
| Coal | $42.00 | $0.53 |
| Redstone | $28.00 | $0.35 |
| Copper ingot | $7.36 | $0.09 |
| Iron block | $416.80 | $5.21 |
| Diamond block | $3,969.04 | $49.62 |
| Obsidian | $250.00 | $3.13 |
| Oak log | $24.00 | $0.30 |
| Cobblestone, stone, deepslate, basalt | $1.60 | $0.02 |
| Ender pearl | $56.00 | $0.70 |
| Leather | $268.80 | $3.36 |
| Gunpowder | $124.00 | $1.55 |
| Wheat, carrot, potato | $40.00 | $0.50 |
| Golden apple | $639.68 | $8.00 |
| Sugar cane, bamboo, seeds, snowballs, dirt, leaves, saplings, rotten flesh | $0.80 | $0.01 |
The menu always shows the real per item price, so trust the menu over anything somebody quotes you from a config. Blocks cost about 5% more than their nine ingots. That is on purpose.
Items without a sell price
412 of the 1,521 shop entries have no sell price. These items can be purchased but cannot be sold back. The sell price is removed when an item could otherwise be crafted from cheaper inputs and sold for a profit. Enchanted books, potions, music discs, spawners, name tags, sticks, and coal ore are buy only.
Damaged tools and armour cannot be sold to the server. The shop ignores anvil repair cost when matching an item, but it does not ignore durability. The item must be undamaged or sold to another player.
Items without a server listing
Netherite gear and ingots, elytra, ancient debris, beacons, nether stars, totems, shulker boxes, the dragon egg, enchanted golden apples, sponges, conduits, the mace, and the heavy core have no server listing or server price — with one exception: the Netherite Upgrade Smithing Template sells in the shop at $3,088.68, buy-only (added 17 August). Everything else on this list can be priced only through player trades.
/sellall and /sellgui
/sellall empties your pack of anything the shop will take and pays you. /sellall hand sells what you are holding, /sellall <item> sells just that one thing. Careful: shulker boxes in your inventory get emptied and sold too. /sellgui is the safe version: drop in what you want gone, close the window, everything sellable is sold and anything the shop will not take is handed straight back.
Chest shops
Any player can create a chest shop. Place a sign on a chest and use the following format:
| Line 1 | leave it blank (it fills in with your name) |
| Line 2 | 64 (the amount per trade) |
| Line 3 | B 100 : S 50 (you sell at $100, you buy back at $50) |
| Line 4 | DIAMOND (or leave it empty and hit the sign holding the goods) |
| Opening a stall | $100 |
| Breaking it (left click your own sign) | $50 back |
| Tax on every sale | 2% |
| Stalls per player | 5 |
The 2% tax goes to the War Office. The five stall limit applies per player and limits the number of separate chest shop signs one player can operate.
Rules the sign enforces:
- Your buy price must be at least your sell price, otherwise the sign is refused. This stops you from accidentally setting up a stall where a player buys from you cheap and sells the same item straight back to you for more.
- Partial trades go through. If the stall has 40 of the 64 on the sign, the buyer gets 40 and pays for 40.
- The chest and the sign are locked to you by the shop itself, hoppers included. Clicking the sign never opens the chest, so customers trade without browsing your stock.
- One sign can move up to a double chest of items per transaction, and there is a quarter second gap between clicks.
- Bedrock players can own and use stalls. This was broken once. It works now.
You get told when somebody trades at your stall, with the item, the price and the coordinates, on a cooldown so a busy stall does not fill your chat. /cstoggle turns the reports off.
Two commands worth knowing: /iteminfo prints the exact item name a sign will accept for whatever you are holding, and /csinfo reads a stall's sign out for you (keeper, stock, goods, both prices).
Player warps
Player warps provide public destinations for shops and markets.
/pw opens the directory. Creating a warp costs $1,000. The first /pw create <name> displays the price and the second confirms the purchase. Each player may own one warp.
/pw | The directory. Sortable A to Z, by visits, rating, favourites, distance or newest. |
/pw create <name> | Opens a warp where you stand. |
/pw set <name> | Moves it to where you stand. |
/pw edit <name> | Price, access, icon, description, category. |
/pw warp <name> | Travels there. 3 seconds, stand still. |
/pw delete <name> | Closes it for good. |
Names are 1 to 16 characters, letters, underscores and hyphens, no spaces, case does not matter when someone types it. Access can be open, invite only, or private, with an invite list and a ban list. You may charge a toll per visit if you want (most stalls should be free, you make your money on what people buy once they are there). And you cannot create a warp on someone else's claim, the warp plugin reads Lands and refuses.
The auction house
/ah (or /auction) opens it. You get 5 listings at a time. To list something, hold it and type /ah sell <price>. Big numbers take shorthand: /ah sell 25k, /ah sell 1.5m.
| Listings per player | 5 |
| Minimum price | $10 |
| Tax on a completed sale | 5%, paid by the seller |
| Cost to list | nothing |
The buyer pays exactly the price on the listing. If you list at $1,000 and it sells, the buyer is charged $1,000 and you receive $950. An item that never sells costs you nothing but the slot. Price accordingly.
| A listing stays up | 2 days |
| Then it sits in your expired pile for | 7 days |
| Something you bought waits in your purchases for | 7 days |
Both of those 7 day clocks end in deletion. An expired item you never collected is gone. A purchase you never collected is gone, and you already paid for it. Collect your things (/ah expired, /ah purchased, /ah claim). Money is the exception: sale proceeds land in your balance the moment the item sells, online or not.
Direct trades
/trade <player> puts an offer on the table. They answer /trade accept or /trade deny. Stand within 10 blocks of each other. The request expires after 60 seconds.
Item transfers are untaxed. Money included in the trade is taxed at 3%. The different rates favor exchanges of goods over transfers consisting only of money.
Both sides confirm before a 5 second countdown begins. If either player moves, interacts with a block, or runs a command during the countdown, the trade is canceled and nothing changes hands. This prevents either side from changing the offered items immediately before completion. A completed trade displays a summary of the items and money transferred and is recorded with both names and the time.
Player payments
/pay PlayerName 500 works. /pay PlayerName $500 does not: the command reads the number, looks at the characters left over, and only accepts K, M, B and T. A dollar sign gets the whole thing rejected. Which also means /pay PlayerName 5k is five thousand and /pay PlayerName 2.5m is two and a half million. Use it.
Negative amounts are refused outright. Paying a Bedrock player? Type their name exactly as the player list shows it (see Java + Bedrock).
New accounts cannot use /pay for the first hour of play. Time spent standing still does not count toward it.
/bal shows what you have, /baltop ranks everybody. Money commands work on the survival server, not in the lobby.
/vault
Each player receives one vault with nine slots. The vault is stored separately from the player inventory, so its contents do not drop on death. It can be used for rare templates, unique items, and other equipment that should not enter the corpse system.
Voting
There are five vote sites and each one can be voted on once every 24 hours. /vote opens the list in game. Every vote pays you $5. You can vote while you are on the hub or while you are logged out, and the reward lands when you are on Survival.
Every 130 votes, counting everybody's votes added together, a pinata drops at spawn, on the stone platform you arrive on with /spawn. Only the players who actually hit it get anything. Each hit rolls a small reward, and when the pinata finally breaks every player who hit it is paid $180 plus items. Diamonds and emeralds come out of it, and there is a small chance of netherite. A player who stood there and did not hit it gets nothing.
Money creation and removal
New money enters the world in five ways: the $500 a new account starts with, what the server shop pays for what you dig up, the weekly leaderboard prizes paid after the week closes on Sunday (see the leaderboards), the $5 every vote pays, and the cash a vote pinata pays out to the players who hit it. No crate prize pays money. Bounties move money between players. 19% of every contract goes to the War Office.
The War Office
The War Office is a server account, not a player. Land upkeep, nation upkeep, chunk claim costs, the nation founding fee, the chest shop tax, the bounty tax and the /wild fare all go into it. Nothing in it is deleted. Every week the War Office pays the bounty on the top player killer out of that balance, up to $7,000. What is left stays in the account for later use.
Money leaves your balance through these. Most of it is paid into the War Office; the auction tax, the trade tax, the player-warp fee and the corpse-return fee are nulled instead, so that money is gone for good:
| First chunk of a Region | $250, then 7% more per chunk |
| Posting a bounty | 19% of the contract, taken the moment it is posted |
| Region upkeep | $13 per chunk per week at Settlement, rising with level to $16.90 at Dominion. A Region inside a nation pays nation tax (up to $13/chunk, set by the nation) instead — see nations |
Wild teleport (/rtp) | $50 |
Corpse return (/deathback) | $1,000 |
| Opening a chest shop | $100, half back when you break it |
| Chest shop sale | 2% |
| Auction sale | 5%, off the seller |
Coin moved through /trade | 3% |
| Opening a player warp | $1,000 |
| Founding a nation | $20,000 |
Transaction taxes remove money introduced through starting balances and server shop sales. Without recurring removal, the total balance available to players would continually increase and change player market prices. Report a price or transaction that appears exploitable through a ticket.
The ledger
Each /pay transaction is logged with the date, both player names, amount, and coordinates. Direct trades are logged when opened and completed. These records can be used to investigate payment disputes and transaction bugs — but trades and payments are at your own risk: staff do not reverse a completed trade or /pay because you regret it (rule 9). The records exist for bug and exploit investigations.