SupplyAndDemand http://dev.bukkit.org/server-mods/supplyanddemand/ For the past month and a half I've been storyboarding my plugin by use of database design and basic plugin testing (simply the database design has taken a month). The plugin is planned to be a holistic Economy plugin, completely changing the way economies work on Minecraft servers. Here is a list of the functionality I've started on: Three-fold relationship between commodities (blocks and items), companies, and consumers (players). Commodity price will be based on either labor and rarity (for natural commodities), or labor and base component value. For instance, stone is "valueCobblestone + valueCoal / 8 + laborStone", and Pistons are "valueWoodenPlank * 3 + valueCobblestone * 4 + valueIronIngot + valueRedstone + laborPiston". I have expressions like this created for every single commodity ready for insert into a test database. I'm working on labor and rarity values right now. When a commodity is bought, it will change the price of any items dependent on it if the amount is great enough. Commodities can be considered 'perishable'. The consumer has to specify an /its, intent-to-sell, collect the item, and then venture to the store. If the consumer teleports it will invalidate the /its. Consumers can create a company for a fee specified in config.yml. Servers will have a pre-configured company titled "The Store" that no one can work for but everyone can buy and sell from and to every item by default. Companies can buy the right to buy and sell commodities. The more basic the commodity, the more expensive it is to buy and sell it. Companies can buy monopolies on an item, meaning no other company can buy or sell that item. Every company has its own inventory, i.e. the amount of each item that company has in stock. Companies will also be able to change their buy and sell percentages compared to "The Store"'s base price to compete with other companies, but will have a limit. Every company has its own stock, for which users can buy shares to that company. Every company has an owner, managers, co-managers, and employees. Each class of worker can have a different pay system: salary, wages, or on commission. Consumers can buy futures contracts. Futures contracts are when a consumer buys an item and pays for that item to receive it at a future date. For instance, if I buy a diamond pickaxe for $200 and a week later it is $325, I saved myself $125. The world can have different currencies. The default currency will be iConomy, where other currencies can be used by companies or towns from Towny, if this plugin makes it that far. Currencies will have an exchange rate to other currencies. Companies and consumers can have treasuries and safe deposit boxes for their different currencies, respectively. Tentative Additions: Corporations and different types of companies. Unions that can lobby to change the price of labor. So my question to the Bukkit community is whether anyone would want to help with the development of such a massive plugin. I want to get the basic buy/sell functionality done so that I know I will not falter in my commitment to such a task. As I said, I have a database with an expression for every single block/item in game, which I don't plan to put to waste. The plugin will be dependent on iConomy and Permissions 2.7.4, with Permissions 3.x support ... PEX support later... Vault. I guess. I liked Permissions 3.x better. I am also coding a parser for the mathematical expressions the plugin uses based on + - * / % ^ and ( ), as I could not find an already written one that fits into the plugin's specifications. Also, any suggestions are more than appreciated, as long as it's constructive.