earthrpwiki back to world
the player guide / economy proposals

earthrp. wiki

build a town. make a living. shape the world.

1:250 earthcustom world generationgold economyregional industries
01 / the world

earth, rebuilt in hytale.

earthrp is an earth-scale roleplay world built with custom hytale world generation. the planet is recreated at 1:250 scale, with terrain, coastlines, mountains, rivers, lakes, and biomes inspired by real-world geography.

explore the land, build where you belong, trade in gold, establish towns, and join with other settlements to form countries. the world grows through the decisions players make. earthrp is also designing regional industries, energy businesses, and transport contracts that give each settlement an economic purpose.

world scale1:250
generationcustom hytale
main currencygold
02 / getting started

how to play.

you only need hytale and the server address. from there, the entire world is open to explore.

01

join the server

open hytale multiplayer and connect to earthrp using the address below.

play.earthrp.net
02

open the world map

press m in game to see the earth map and plan where to explore.

03

gather gold

mine for gold across the world to build your wealth. respect other players’ claimed land.

04

found or join a town

protect your land, invite friends, and grow from a single settlement to a country.

03 / economy

gold is money.

you can always mine gold yourself. mining remains a direct, worldwide way to earn the main currency, even if you don't own land or join a town. jobs, businesses, trade, and land-based energy production are additional ways to earn gold—not replacements for mining.

mine goldextract gold in permitted wilderness across the world. no business or town required.
work & tradesell goods or services to players, or complete limited npc town-hall orders.
earn from landoperate farms, workshops, solar, wind, or hydro sites and sell their output.
economy status

mining gold is part of the planned core experience; mine only where you have permission. the exact gold-to-balance conversion and ore distribution are not finalized. the settlement prices below are proposed launch targets, not confirmed live rates. industries, npc purchasing, shipping contracts, and energy payments below are proposed systems—not active server features.

economy / planned gameplay

make a living.

mining gold stays available to everyone. beyond that, you can work as a lumberjack, fisher, miner, farmer, winemaker, energy producer, merchant, or courier. build a business—or take individual jobs—and earn additional gold by supplying real demand.

01claim landchoose a location
02producegoods or services
03selltown hall or players
04expandreinvest your gold

industries by location

industrywhere it workswhat you sell
lumberforested regionslogs, planks, processed timber
fishingcoasts, lakes & riversfish, preserved seafood
mininggold access worldwide; specialized ores by geologygold, stone, specialist ore & construction minerals
agriculturefertile soil & suitable climatecrops, flour, food
vineyardsappropriate growing regionsgrapes, bottled vineyard goods
solarmost regions; stronger in sunny locationselectricity credits
windmost regions; stronger in windy locationselectricity credits
hydroviable rivers, water flow & elevationelectricity credits
transportany connected settlementdelivery services

geographic suitability affects which industries are most profitable—not whether you can participate. you can still mine gold globally, while region-specific mineral deposits and other industries add valuable local specialties. exact ore spawning and payout rules remain to be balanced.

economy / planned gameplay

the town hall buys.

town halls would host visiting npc buyers and public job boards. residents could accept limited orders for goods and services, deliver what is requested, and receive real gold when the order is completed.

01

choose a contract

visit the town hall. see the item, quantity, gold payment, deadline, and any delivery conditions.

02

fulfill the request

produce or acquire the goods, then bring them to the buyer. service work could include construction and deliveries.

03

collect your gold

the server verifies the contract and pays from a limited npc demand budget. high-demand goods may pay more.

example job boardconcept only

supply a riverside town

deliver 64 processed timber to the town hall before the deadline.

reward 12 golddeadline 24 hours

illustrative contract, quantities, rewards, and timing—these are not final prices.

important: npc orders are limited, change with town demand, and cannot buy infinite quantities at the same price. towns can request common resources, but regional specialties encourage trade.

economy / planned gameplay

your land can earn.

own an energy business that produces electricity even while you're offline. build solar panels, wind turbines, or hydro stations on claimed land. regional conditions determine how much electricity they generate, and town demand determines how much you can sell for gold.

solar farms

more annual sunshine means higher output. deserts often outperform cloudy regions per panel; seasons and cloud cover still matter.

best: sunny, open land

wind farms

coasts, elevated ridges, and open plains may have stronger winds. nearby terrain, turbine spacing, and local wind resource affect output.

best: windy, unobstructed sites

hydropower

rivers with suitable flow and a usable drop in elevation could support hydropower. a lake alone isn't enough.

best: viable rivers & gradients

how passive earnings would work

buildpurchase and place an approved facility on your claimed land
generateelectricity accumulates with real regional output and installed capacity—even offline
sellelectricity credits are bought through town hall demand or player contracts
maintainpay upkeep and repair facilities; unsold output has a storage limit
location matters, but every region has opportunities

a sunny town might specialize in solar, while a windy coastal town specializes in turbines. energy is a business—not free gold generation. facilities require an initial investment, upkeep, capacity limits, and buyers. electricity credits are goods; gold remains the only main currency.

example locations

qualitative illustration · not live climate data
sahara / solar
strong
scotland / wind
strong
alps / hydro
site-specific

bars are conceptual examples, not estimated yields. actual values would use geographic resource data and server balancing.

economy / planned gameplay

every delivery has a risk.

any town can send or receive cargo. coastal towns could run shipping routes, while inland towns use roads, carts, or other transport networks. players accept paid delivery contracts and physically carry the goods to their destination.

pickupgeneva64 crates of timber
player courier
destinationmarseilledelivery for gold

what happens if you die?

the cargo can be dropped and recovered. if you lose it or miss the deadline, the contract can fail. the courier risks a posted bond rather than being charged unlimited damages; the sender's original cargo must never be duplicated.

uninsured courier

better pay, higher risk. cargo may drop on death and the bond may be forfeited if delivery fails.

insured courier

lower pay after a premium. losses can be partially covered, subject to anti-abuse rules and coverage limits.

safe and fair contracts

delivery terms are displayed before acceptance. cargo is uniquely tracked, held in a secure contract system, and returned or settled by explicit rules. short recovery windows, route-independent player protections, and anti-alt-account checks would reduce scams. no one should be able to deliberately create impossible contracts.

economy / planned gameplay

trade with anyone.

npc orders keep the economy moving when few players are online. player-to-player trading is where EarthRP becomes a living world.

player shopsbuy and sell supplies through public storefronts, including while owners are offline.
trade requestspost requests for specific materials, quantities, prices, and deadlines.
business contractshire builders, suppliers, couriers, or energy producers with agreed rewards.
town projectsfund roads, harbours, warehouses, and other public infrastructure from a town treasury.

what keeps the economy healthy?

npc demand has daily limits and rotating prices. industries have meaningful operating costs. town taxes, claim upkeep, construction permits, marketplace fees, and equipment repairs provide ways for gold to leave circulation. active work should remain competitive with offline businesses.

everything in the planned economy sections is a design proposal. no energy facilities, npc job boards, shipping insurance, or custom job commands are claimed to be running on the server yet.

09 / navigation

the world at your fingertips.

press m while playing to open the in-game map. you can also explore the globe from the website, look for places to settle, and browse featured landscapes.

open the globe

the browser globe currently uses preview terrain and sample player positions until live server data is connected.

10 / settlement economy

the cost of building a nation.

mine gold, complete jobs, or trade with other players to fund your settlement. use your gold to found a town, expand its territory, and eventually establish a nation.

found a town64 gold

includes your first claimed chunk

claim more land8 gold

for each additional chunk

found a nation256 gold

requires an existing town

example

found a town, claim 5 more chunks, then create a nation:

64 + (5 × 8) + 256 = 360 gold
proposed launch prices

these are earthrp's initial economy targets, not confirmed server charges. they assume one standardized spendable gold unit. the gold-item conversion and mining income still need playtesting. aim for a solo player to afford a town in about 4–8 hours of normal gameplay. no recurring claim or nation upkeep is included in this initial pricing proposal.

11 / settlements

start a town.

a town is your first step toward building a community. founding a town costs 64 gold and includes its first chunk under the proposed pricing. establish a home, invite friends, and decide who can build with you.

command guide

hytale town plugins have different commands. choose the one your server uses.

example commands · plugin not confirmed for earthrp

create a settlement

manage your town

12 / territory

claim your land.

town territory protects what you build. each additional chunk costs 8 gold in the proposed economy; your first chunk comes with town founding. the claiming commands depend on the installed plugin.

13 / community

invite your people.

bring your friends into your town so they can collaborate on builds and take part in its growth. only members with the right town privileges can manage invitations.

14 / diplomacy

create a country.

countries are represented by nations: groups of towns united under one identity. founding a nation costs 256 gold in the proposed economy and requires you to own a town. you can start with your town, then invite other town leaders to join.

15 / governance

ranks & permissions.

keep your town organized. mayors control who can manage territory, who can interact with protected plots, and who can help run the settlement. don't grant management privileges to people you don't trust.

assign a role

allow access to a plot

before changing permissions

test changes on a small area first. town-wide permission commands and custom ranks depend on the installed plugin; some towny3d town-wide permissions are still marked as planned by its developer.

16 / reference

command reference.

quick access to the commands for your selected guide. click any command to copy it.