Craft Economy
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In-game Revenues

Craft Economy, the Minecraft server, will generate a variety of revenues from services and taxes within the game.

Taxes:

*Non-exhaustive list of some of the tax systems within Craft Economy*

Property Taxes→

Players will pay property taxes once per week. (every friday at 12pm PST). The taxes are a fixed-rate based on the value of the property at the time it was purchased. All property types (mining, farming, and residential) will pay fixed-rate taxes, but the individual rate may vary based on the type of property (at the discretion of the DAO).

Trading Fees→

Within the Craft Economy, materials and ores such as diamonds, sugarcane, etc are tradeable in a secondary market. Sellers of materials pay a fixed rate tax, based on the value of materials they are selling. This rate is set by the DAO. Trading fees will be paid at point of exchange, and distributed to the DAO on an EPOCH basis.

Services

*Non-exhaustive list of some of the services offered within Craft Economy*

Grief Protection→

In order for users to protect their property from plundering/attack they must pay for Grief Protection. The fee will be a fixed-rate system based on the area of blocks that needs protection. Players may pre-pay for griefing protection for up to 30 days at a time.

Transportation→

Players will have the choice of manually traveling to their desired location, or using the quick-teleport feature in the server. The fee will be based on the amount of blocks traveled, and is paid at time of use.

Pre-build templates→

When a player buys a vacant plot of land, they will have the choice of building from scratch or using a pre-build template. If a player chooses to use a pre-build template they will pay a one-time fee. The fee will vary based on the type of build they choose.
The revenues generated in game will be allocated to the DAO entirely. It is up to the DAO to decide how those revenues get distributed. I.e the DAO may decide to withhold some revenues to fund initiatives like the marketing fund, or build a larger treasury for example. This may look something like distributing 50% daily to EXP stakers, allocating 15% to the treasury, and 15% to the liquidity pool, 10% to the foundation, 10% to the marketing fund (just an example of how revenues may be allocated).
Last modified 1yr ago