60-second starter path
- Get RB: do a starter job or simple gathering (food/logs/ore) and sell at the nearest sell point.
- Bank it: use an ATM to deposit/withdraw — your RB is tracked from one source (Money scoreboard).
- Buy inputs: spend RB on tools/seeds/fuel to increase output per hour.
- Pick a lane: farming/forestry/mining → then move into processing and deliveries.
- Watch demand: if everyone sells the same thing, prices drop — move to what’s scarce.
Industry lanes (how players make RB)
Each lane is a supply chain. Start small, then scale into processing, logistics, and retail. Prices can shift with supply/demand, distance, and server news events.
Farming → Food
Grow crops, process them, sell to shops/markets.
- Inputs: seeds, bone meal, water access
- Outputs: wheat/carrot/potato → bread/meals
- Scaling: farms → kitchens/bakeries → supermarkets
Forestry → Building supply
Logs become planks, furniture, and construction materials.
- Inputs: axes, saplings, fuel
- Outputs: logs/planks → doors/slabs/furniture
- Scaling: lumber yards → sawmills → construction contracts
Mining → Refining
Ore extraction and refining feeds tools, machines, and trade.
- Inputs: pickaxes, food, lighting, transport
- Outputs: coal/iron/gold/diamond → ingots/parts
- Scaling: mines → smelters → factories/manufacturing
Construction → Property
Build for hire: roads, estates, shops, interiors.
- Paid contracts (RB) for builds and upgrades
- Material supply = profit opportunities
- Scaling: crews → building firms → developments
Logistics → Delivery bonuses
Move goods between towns: distance can pay more.
- Buy low where supply is high
- Sell higher where demand is high
- Scaling: couriers → fleets → distribution hubs
Retail → Player shops
Turn supply into steady RB with storefronts and services.
- Sell essentials (tools, food, building blocks)
- Bundle deals (x1 / x16 / x64)
- Scaling: shops → chains → brands
How prices move
- Supply & demand: oversupplied items pay less; scarce items pay more.
- Distance: further sell points can pay better for the same goods (delivery bonus).
- News events: server events can spike demand (e.g., building booms, shortages, festivals).
Use the Marketplace page as the baseline, then adapt when the server economy shifts.