The Economy
Liberty Minecraft's economy was an unregulated free market built on a diamond-backed currency, player-created shops, and the relentless downward pressure of competition and automation. Over the server's lifespan -- spanning both the Old World (December 2015 through early 2019) and the New World (August 31, 2018 through June 2021) -- NullCase documented market movements with the rigor of a financial journalist, producing a series of "Free Market Updates" that tracked price collapses, technological disruption, and the emergent dynamics of a virtual economy operating without central planning.
Currency and Money Supply
The server's currency was backed by diamonds, but the conversion rate changed between eras. In the Old World, one mined diamond converted to $1,000 at the Diamond Exchange, with claim blocks priced at $20 each. When the New World launched in August 2018, NullCase implemented a 10x redenomination: one diamond now yielded $10,000, and claim blocks cost $100 each. This change made small transactions more practical without altering the fundamental economics -- a diamond still bought exactly 50 claim blocks in both eras.
The money supply was completely unregulated in both worlds -- anyone who found diamonds could create currency. By the end of the New World's first month (September 2018), player cash balances totaled approximately $48 million. One year later, that figure had grown to over $370 million, reflecting both the expanding player base and continued diamond mining.
Claim blocks also functioned as a secondary store of value in both eras, convertible back to cash at the same fixed rate. This meant land itself had a liquid monetary value, creating a real estate market layered on top of the commodity economy.
Old World Price Collapses (2016-2018)
The most striking feature of Liberty's economy was the recurring pattern of dramatic price declines. Nearly every commodity followed the same trajectory: initial scarcity and high prices, followed by innovation (usually automation), followed by price collapses of 90-99%. NullCase tracked these collapses with evident fascination, beginning in the Old World.
Wheat was among the first commodities to experience this cycle. In March 2016, an inefficient wheat farmer earned $120 per hour. By August 2017, automated wheat farms had crashed prices by 96.9% in five days. Yet NullCase observed that even after this devastating pay cut, a wheat farmer's purchasing power had actually increased compared to the previous year because the prices of everything else had fallen even faster.
What will the poor Wheat Farmer do? Stop farming wheat! The Wheat Fields at Spawn have been replaced with Nether Wart. Nether Wart Farmers currently make +$165/hr.
Iron experienced its own collapse in mid-2017 when automated iron farms reduced the price by 88% in just two months, from $85 to $10 per block. The server's former iron producer, RadioactiveLee, responded by closing shop and throwing large quantities of iron into lava rather than compete -- a dramatic act that did nothing to halt the decline.
Gold prices collapsed after a zombie pigman farm was completed, falling from $300 to $22 per block. Crop prices approached zero when automated carrot and potato farms flooded the market, dropping from $4 per stack to $0.04. Blaze rods fell 99.4% in six weeks as players progressed from manual hunting to industrialized blaze spawner farms. Health potion costs plummeted 25,000% over five months as cascading price drops in melons, gold, and gunpowder reduced the unit material cost to under seven cents.
The Commodity Exchange, invented by player Alienslayer8 during the Old World, represented a notable form of market innovation. Using a clever arrangement of hoppers and chest shops stacked by price level, Alienslayer8 created a system where prices automatically adjusted based on supply and demand -- a primitive but functional order book that eliminated the tedious manual process of updating shop signs.
New World Economy (2018-2021)
The New World launched with a fresh map, a redenominated currency, and several deliberate design changes that reshaped economic activity. The removal of CreativeGates (player-built teleportation portals) meant that physical transportation of goods became essential, creating new demand for transit infrastructure like the Netherway. The removal of silk touch spawners, mob eggs, and XP bottles eliminated certain shortcuts to industrial production.
Despite these changes, the same deflationary patterns emerged. _Wildfire of the WildStar clan became the New World's most prolific industrialist, building massive automated farms that reduced prices by 99% on more than twenty different commodities. His gold farm was so productive it nearly crashed the server, requiring him to build the world's fastest auto-sorter just to manage the output.
Automation and Creative Destruction
Automation was the primary engine of deflation across both eras. Players continuously invented new farm designs, each one threatening to obsolete its predecessors. The timber industry illustrates this perfectly. In January 2016, during the Old World, logs were produced by manually chopping trees and sold for roughly $450 per stack. NullCase built the first automated tree farm in February 2016, cutting prices by 66%. For two years, five competing tree farms of similar design kept prices stable. Then Sharonclaws and Cardano_ff introduced a radically new design using a Wither to harvest logs, solving longstanding problems with growing spruce and acacia trees. Acacia log prices dropped 60% immediately, with further declines anticipated.
For two years the original Tree Farm design remained the lowest cost, most efficient way to produce Oak and Birch Logs, but nothing else. To create a better Tree Farm someone had to solve technical problems.
Fiat Resources and Market Competition
One of the more intellectually interesting challenges facing Liberty's economy was what NullCase called "fiat resources" -- items that could be produced indefinitely at a fixed rate through game mechanics. Villager trades, auto-fishing, and mob farms all generated goods without depleting any finite resource. This raised a natural question: did these mechanics break the economic experiment?
NullCase argued they did not. Even when the production rate was fixed, the cost of production was never zero (someone had to manage inventory, sort goods, transport them to market, and pay for claim blocks to protect their operation). More importantly, free market competition drove profits toward zero regardless.
Competition among producers will eliminate the benefits associated with producing these goods.
The evidence supported this. Mending enchantment books -- among the most valuable items on the server -- peaked at $210,000 and fell 97% to $7,000 as competing producers entered the market. Auto-fished pufferfish dropped 98% in six weeks. In every case, the pattern held: early movers earned outsized profits, competitors entered, and prices converged toward marginal cost.
Purchasing Power and Deflation
NullCase periodically compiled purchasing power tables showing what one diamond could buy at different points in the server's history. The New World data (September 2018 through September 2019) consistently showed massive gains. One diamond went from buying 145 logs to 2,000 logs, from 533 cooked steaks to 2,560 steaks, and from 4,000 units of wheat to 128,000.
Some items moved against this trend -- obsidian and elytra wings grew more expensive as finite resources were depleted and demand for rare items intensified. But the overwhelming direction was deflationary. The standard of living for an average player improved dramatically and continuously.
Entry-level work shifted over time. In the Old World's early days, wheat farming was the obvious starting job. After automation destroyed wheat wages, netherrack mining became the ideal entry-level occupation in the New World at roughly $19,700 per hour. By the one-year mark, emerald trading had emerged as the best starter job at $105,000 per hour. Diamond mining remained the highest-paying activity throughout both eras, earning a skilled miner roughly $1,000,000 per hour in the New World.
Land Disputes and Property Markets
The economy extended beyond commodities into real estate. Land disputes occasionally erupted when players failed to claim areas they depended on, only to have another player claim them. One notable Old World episode involved RadioactiveLee, who built an elaborate castle at Spawn but neglected to claim the area outside his front gate. When dust_eater -- a player who had accumulated over 140,000 square meters of mineral rights -- claimed that patch, RadioactiveLee retaliated by claiming dozens of unclaimed public areas around Spawn, liquidating valuable assets like Elytra Wings and Beacons to fund the land grab.
NullCase observed this drama with characteristic philosophical detachment, noting that RadioactiveLee had inadvertently accomplished his original goal of contributing to Spawn by securing its public infrastructure as private property.
Financial Innovation
Players invented financial instruments beyond simple commodity shops. Intrepidca's Foundry, an Old World enterprise, introduced a form of bearer bond: Foundry Tickets that represented a promise to smelt five stacks of items. These tickets were portable, transferable, and counterfeit-resistant (NullCase tested this personally). The Foundry also pioneered a fuel-buying operation and innovations allowing players to use Shulker Boxes on land they did not own.
In the Old World, The Bazaar (located in The End) and the Landing Market served as the primary commercial districts. In the New World, the Grand Bazaar (built by Aewheros near Spawn) took over that role, concentrating trade and reducing search costs for buyers. Towns like Oak Hills and New Stockholm developed their own local economies, sometimes specializing in particular goods or services.
Legacy
Liberty Minecraft's economy demonstrated that even in a virtual world with significant departures from real-world physics, the basic dynamics of markets -- competition, innovation, price discovery, creative destruction -- operated with remarkable consistency across both eras. Prices fell, purchasing power rose, and the standard of living improved without any central authority directing the outcome. It was, as NullCase intended, a test of his ideas about voluntary interaction and free markets. The data, meticulously recorded across dozens of blog posts, suggests those ideas held up rather well.
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