60-second starter path

  1. Get RB: do a starter job or simple gathering (food/logs/ore) and sell at the nearest sell point.
  2. Bank it: use an ATM to deposit/withdraw — your RB is tracked from one source (Money scoreboard).
  3. Buy inputs: spend RB on tools/seeds/fuel to increase output per hour.
  4. Pick a lane: farming/forestry/mining → then move into processing and deliveries.
  5. 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.