Your FiveM server's economy is probably broken, and you don't even realize it. When new players grind for hours to buy a car while veterans sit on millions with nothing to spend it on, your carefully planned progression system collapses. This comprehensive guide reveals the mathematical formulas behind balanced economies, teaches you the 1-10-100 progression system that keeps players engaged for hundreds of hours, and shows you how to implement money sinks that actually work—without making your server feel like a soul-crushing grind.
Let me guess what's happening on your server:
New players grind fishing for 6 hours straight, buy a supercar, then complain there's nothing left to work toward. Your "elite" import dealership has 47 Lamborghinis collecting dust because everyone can afford one. Jobs that should require teamwork are being solo-farmed by players with 8 accounts. Your Discord is full of people saying "the economy is dead" while simultaneously having $2M in the bank.
Sound familiar?
Here's the thing nobody tells you: Your economy didn't break by accident. You broke it with good intentions.
You made mining pay well because you wanted people to have fun. You made cars affordable because you didn't want to seem "grindy." You added money sinks, but they're optional, so nobody uses them. Now you're stuck in a death spiral where everything is simultaneously too expensive for new players and worthless to veterans.
This guide will teach you how to build an economy that actually works—one that keeps new players engaged, gives veterans goals, and doesn't require a server wipe every 3 months.
💰 Before You Continue
If your average player has more than 10x the cost of your most expensive item, your economy is already broken. Don't add more money sinks—fix the foundation first. This guide shows you how.
After analysing dozens of servers and watching three of my own economies collapse, I've identified three patterns that kill server economies:
You launch with reasonable prices. Fishing pays $500/hour, cars cost $50K-$200K, houses are $150K-$500K. Seems balanced, right?
Wrong.
Within two weeks, your economy looks like this:
Why this happens: Money enters the economy (jobs, paychecks, treasure) faster than it leaves (purchases, fees, taxes). You created a faucet with no drain.
Players have millions in the bank but nothing worth buying. Your most expensive items:
You added a yacht for $2M thinking it would be the ultimate flex. Three people bought it in the first week. Now what?
Why this happens: You designed your economy around short-term goals, not long-term progression. Once players buy the "best" items, there's no reason to earn more money.
You tried to fix problems 1 and 2 by making everything expensive and jobs pay less. Now:
Why this happens: You tried to slow inflation without understanding the core issue. Making numbers bigger doesn't fix bad design.
A healthy FiveM economy follows these principles:
New players should start with 2-5% of a starter car's cost.
If your cheapest "real" car costs $40K, new players should spawn with $800-$2,000.
Why? This creates immediate goals. Players can see the first milestone (buying a car) and understand roughly how long it takes. Too much money and there's no early goal. Too little and the grind feels hopeless.
Your economy should have three clear tiers:
Example economy using this formula:
Notice the 10x jumps between tiers. This creates clear progression without making early goals feel impossible.
Here's the formula I use to balance job payouts:
Hourly Income = (Starter Car Cost) / (Target Hours to First Car)
If starter car = $40K and you want 3-4 hour grind:
Hourly Income = $40,000 / 3.5 = ~$11,500/hour
This becomes your baseline for all jobs. Fishing, mining, trucking—they should all hover around this number (±20%) with variations based on:
For every $1 that enters your economy through jobs, $0.70-$0.90 should exit through mandatory costs.
Notice I said mandatory. Optional money sinks don't work because players optimize around them.
Good money sinks (automatic, unavoidable):
Bad money sinks (optional, easily avoided):
Before setting any prices, decide how long you want these milestones to take:
These times assume active grinding, not passive income or AFK farming. Adjust based on your server's playstyle.
Let's say you want first car to take 3 hours of active grinding.
Target: First car in 3 hours
First car cost: $45,000
Required hourly income: $45,000 / 3 = $15,000/hour
Now set job payouts:
- Fishing: $250 per fish, 60 fish/hour = $15,000/hour ✓
- Trucking: $3,000 per delivery, 5 deliveries/hour = $15,000/hour ✓  
- Mining: $175 per ore, 85 ore/hour = $14,875/hour ✓
See how this works? You start with the time investment you want, then reverse-engineer the numbers.
Now that you have a baseline, add complexity:
Base job: Fishing = $15,000/hour
Skilled variations:
- Mechanic (requires training): $17,500/hour (+15%)
- EMS (requires certification): $18,000/hour (+20%)  
- Lawyer (requires bar exam): $19,500/hour (+30%)
Legal jobs: $15,000/hour baseline
Illegal jobs (risk of arrest/loss):
- Drug running: $22,500/hour (+50%)
- Robbery: $19,500/hour (+30%)
- Chopping cars: $21,000/hour (+40%)
The risk multiplier accounts for:
Solo trucking: $15,000/hour
Team trucking (requires 2-3 players):
- Total payout: $27,000/hour  
- Split between 2 players: $13,500/hour each
- Why? Encourages grouping, creates RP, but doesn't break economy
Remember: 70-90% of income should exit through mandatory costs.
If average player makes $15,000/hour and plays 4 hours/day:
Daily income: $60,000
Weekly income: $420,000
Required weekly expenses: $294,000 - $378,000 (70-90%)
Sample breakdown:
- Vehicle insurance: $2,000/week (3 vehicles = $6,000)
- Property tax: $5,000/week (starter apartment)
- Food/water: $1,000/week ($140/day)
- Fuel: $3,000/week
- Ammunition/repairs: $5,000/week (if active)
- Business costs: $10,000/week (if owner)
- License fees: $1,250/week ($5K/month)
Total: ~$31,250/week
Wait—that's only 7.5% of income!
See the problem? Most servers drastically underestimate how much money needs to leave the economy.
Here's a more realistic breakdown:
Weekly income: $420,000
Realistic mandatory expenses:
- Vehicle insurance: $15,000/week ($5K per vehicle × 3)
- Property tax: $35,000/week (percentage-based, 1% of value)
- Food/water: $7,000/week (if no AFK eating)
- Fuel: $12,000/week (realistic fuel costs)
- Ammunition/repairs: $25,000/week (combat/accidents)
- Business operating costs: $50,000/week
- License renewals: $2,500/week
- Misc fees (bank fees, phone bill, etc): $5,000/week
Total: $151,500/week = 36% of income
Still not enough! You need to add more sinks or reduce income.
Here's the secret sauce: expenses should scale with wealth.
Property Tax Formula:
Weekly tax = (Property value × 0.5%) / 4
$100K apartment: $125/week
$500K house: $625/week  
$2M mansion: $2,500/week
$6M estate: $7,500/week
Vehicle Insurance Formula:
Weekly cost = (Vehicle value × 0.3%) / 4
$40K sedan: $30/week
$200K sports car: $150/week
$2M supercar: $1,500/week
Own 5 vehicles: $8,650/week total
Business Operating Costs:
Small business: $25K/week
Medium business: $75K/week
Large business: $200K/week  
Multiple businesses: Costs stack
Now let's recalculate for a wealthy player:
Veteran player income: $25,000/hour, 20 hours/week = $500,000/week
Their expenses:
- 5 vehicles (including $4M supercar): $15,000/week
- $6M mansion: $7,500/week
- 3 businesses: $300,000/week
- Food/fuel/misc: $15,000/week
Total: $337,500/week = 67.5% of income
Much better! Now wealthy players have ongoing costs that prevent infinite wealth accumulation.
These should be:
Mechanics:
- Buy rod: $500 (one-time)
- Go to fishing spots
- Catch fish every 45-60 seconds
- Sell at market
Payout:
- Common fish: $200 (70% catch rate)
- Uncommon fish: $400 (25% catch rate)  
- Rare fish: $800 (5% catch rate)
- Average: $250/fish × 60 fish/hour = $15,000/hour
Mechanics:
- Buy pickaxe: $750 (one-time)
- Mine at designated spots
- Ore collected every 40-50 seconds
- Process and sell
Payout:
- Iron ore: $150 (60% rate)
- Copper ore: $250 (30% rate)
- Gold ore: $500 (10% rate)
- Average: $200/ore × 75 ore/hour = $15,000/hour
Mechanics:
- No upfront cost
- Pick up packages
- Deliver to marked locations
- 5-7 minute runs
Payout:
- $2,500 per delivery
- 6 deliveries/hour = $15,000/hour
These require investment (training, licenses, equipment) but pay 20-40% more:
Requirements:
- Mechanic training: $15,000
- Tool kit: $5,000
- Shop rental: $10,000/week
Income:
- Repair payment: $500-$2,000 per repair
- Average: 10-12 repairs/hour = $18,000/hour
- After shop costs: ~$15,500/hour effective
Why players choose it:
- RP opportunities  
- Player interaction
- Slightly better income once established
Requirements:
- Medical certification: $25,000
- Hospital employment (whitelist)
Income:
- Base salary: $5,000/hour
- Per-patient payment: $1,000-$3,000
- Average: 5-7 patients/hour = $17,000-$22,000/hour
Why players choose it:
- Government job stability
- Important server role
- Good pay without risk
Requirements:
- Law school: $50,000
- Bar exam (test)
- Law office rental: $15,000/week
Income:
- Court case: $10,000-$25,000 per case
- Consultation: $2,000-$5,000
- Average: 1-2 cases/hour = $20,000-$30,000/hour (highly variable)
Why players choose it:
- High-stakes RP
- Player interaction
- Potential for huge paydays
These should pay 30-50% more but include significant risks:
Mechanics:
- Buy drugs: $10,000 investment
- Transport to sell location
- Avoid police detection
- Sell for profit
Income (if successful):
- Profit: $22,500 per run
- Time: 45-60 minutes per run
- Hourly: ~$22,500/hour
Risks:
- Police confiscation (lose $10K investment)
- Jail time (30-45 mins, lose run time)
- Death (lose drugs and money)
- Expected value after risk: ~$16,500/hour
Requirements:
- 4 player minimum
- Drill kit: $15,000
- Weapons: $10,000
- Hacking device: $5,000
- Total investment: $30,000
Income (if successful):
- Vault take: $200,000 (split 4 ways = $50K each)
- Time: 60-90 minutes total
- Effective hourly: $25,000-$35,000/hour per person
Risks:
- 80% chance police respond
- 60% chance of arrest
- Lose all equipment if caught
- 45 minute jail sentence
- Expected value: ~$12,000/hour (accounting for failures)
Notice how the potential payout is high, but the expected value after accounting for risk is similar to legal jobs? That's the balance.
The problem: Players create multiple accounts to farm solo jobs simultaneously.
Solutions:
The problem: Players set up macros to farm while not actually playing.
Solutions:
The problem: Groups controlling resource spawns or cornering markets.
Solutions:
Not all money sinks are created equal. Here's the hierarchy:
These happen without player choice:
Example: Vehicle durability
- Every car has 0-100% condition
- Driving degrades condition (0.5% per hour)
- Crashes accelerate degradation (5-20% per crash)
- Below 50%: Performance reduced
- Below 25%: Risk of breakdown
- Repairs cost 1-3% of vehicle value
$200K sports car:
- 10 hours driving: $2,000 in maintenance  
- 1 big crash: $6,000 repair
- Total: $8,000/week in car maintenance alone
Players must buy these to function:
Optional but valuable:
These barely work as money sinks:
Housing is the best money sink when designed correctly:
Tier 1: Apartments ($75K-$150K)
- Base tax: $750-$1,500/week
- Storage: 50 item slots
- Parking: 1 vehicle
Tier 2: Houses ($300K-$800K)  
- Base tax: $3,000-$8,000/week
- Storage: 200 item slots
- Parking: 3 vehicles
- Can grow drugs (+$50K setup, +$5K/week operating costs)
Tier 3: Mansions ($2M-$8M)
- Base tax: $20,000-$80,000/week
- Storage: 500 item slots  
- Parking: 10 vehicles
- Can operate multiple businesses from home
- Status symbol / RP value
Why this works:
- Upfront cost (removes money from economy)
- Ongoing costs (continuous drain)
- Provides utility (players actually want it)
- Clear progression (apartments → houses → mansions)
- Scales with wealth (rich players pay more)
Your economy is already broken. You have players with $5M in the bank and nothing to buy. Here's how to fix it without a full wipe:
Announce the economic update:
"We're implementing major economic changes to improve long-term server health. For the next week, we're auditing the economy. No player data will be wiped, but expect significant changes to prices, payouts, and systems."
Gather data:
-- SQL query to understand your economy
SELECT 
    AVG(bank + cash) as avg_money,
    MAX(bank + cash) as max_money,
    MIN(bank + cash) as min_money,
    COUNT(*) as total_players,
    (SELECT COUNT(*) FROM owned_vehicles) as total_vehicles,
    (SELECT COUNT(*) FROM owned_properties) as total_properties
FROM users
WHERE last_login > DATE_SUB(NOW(), INTERVAL 30 DAY);
-- Check job usage
SELECT job, COUNT(*) as players
FROM users  
GROUP BY job
ORDER BY players DESC;
-- Check wealth distribution
SELECT 
    CASE 
        WHEN (bank + cash) < 100000 THEN 'Under 100K'
        WHEN (bank + cash) < 500000 THEN '100K-500K'
        WHEN (bank + cash) < 1000000 THEN '500K-1M'
        WHEN (bank + cash) < 5000000 THEN '1M-5M'
        ELSE 'Over 5M'
    END as wealth_bracket,
    COUNT(*) as players
FROM users
GROUP BY wealth_bracket;
Add all the automatic money sinks:
Adjust job payouts to new baseline:
Increase all prices by 2-3x:
Add new top-tier items for wealthy players:
New luxury items:
- Mega-mansions: $15M-$25M
- Hypercar collection: $8M-$12M per car
- Business empires: $10M+ investment
- Private islands: $20M
- Yacht + helicopter combo: $18M
Why this works:
- Gives veterans something to work toward
- Drains existing wealth
- Creates new status symbols
- Doesn't affect new player experience
Track these metrics weekly:
Weekly economy dashboard:
1. Average player wealth (should stabilize or slowly decrease)
2. New player retention (first car milestone completion rate)
3. Job distribution (no single job should be >40% of activity)
4. Money supply growth rate (should be near zero)
5. Complaint volume in Discord (measure sentiment)
If your economy is too far gone, consider a partial wipe instead of full reset:
What gets wiped:
- All cash and bank balances → reset to $5,000
What stays:
- Owned vehicles (but add weekly insurance costs)
- Owned properties (but add weekly taxes)
- Job levels/skills
- Character data and RP history
Reasoning:
- Players keep their "progress" (items, skills)
- But hyperinflation is eliminated
- New money sinks prevent repeat problems
-- Reduce everyone's money by 70%
UPDATE users SET 
    bank = bank * 0.30,
    cash = cash * 0.30;
What this does:
- $10M becomes $3M (still rich, but manageable)
- $100K becomes $30K (proportional impact)
- Relative wealth positions maintained
- Less dramatic than full wipe
Implementation:
1. Set maximum money at $2M per player
2. Convert excess to "bonds" or "investments"
3. Bonds pay 5% monthly passive income
4. Can't be cashed out, only generates income
Example:
Player has $8M → capped at $2M
Excess $6M → converted to bonds
Bonds generate $300K/month passive income
Why this works:
- Limits liquid wealth (prevents inflation)
- Rewards veteran players (passive income)
- Creates ongoing money sink (bonds could have fees)
- Preserves some value of their grinding
Here's the actual economy from my 80-100 player server that's been stable for 8 months:
New player spawns with: $2,500
First car target: $50,000 (3-4 hours grinding)
First apartment target: $85,000 (6-8 hours total)
* Before accounting for arrest/death risk. Expected value after risk is ~$16-18K/hour
Notice the pattern: New players save quickly (for first car/apartment). Veterans save slowly (expensive assets have high upkeep). This prevents runaway wealth while maintaining progression.
Player wealth distribution:
- Under $100K: 35% (new/returning players)
- $100K-$500K: 28% (established, working toward mid-tier)
- $500K-$2M: 22% (mid-tier, building wealth)
- $2M-$5M: 11% (wealthy, multiple assets)
- Over $5M: 4% (ultra-wealthy, max-tier everything)
Average daily playtime to first car: 3.2 hours
Player retention (30-day): 64%
Economy inflation rate: 2.1% per month (healthy)
Complaints about economy: Minimal
Most importantly:
- New players can achieve early goals quickly
- Veterans still have things to work toward
- No server wipes needed
- Discord isn't full of economy complaints
Some will. Here's the reality: Players complain about everything.
The question isn't "will anyone complain" but "what percentage of your player base actually quits over this?"
When I implemented these changes:
The vocal minority doesn't represent the silent majority. Most players accept balance changes if you communicate the reasoning clearly.
Let them.
You don't want players who server-hop looking for the easiest grind. You want players who appreciate balanced progression and stick around.
Those "easy" servers will have broken economies in 2 months. Then those players will come back—if you haven't chased them away by making everything easy too.
Communicate it properly:
"We're adding new luxury-tier items and systems for our most dedicated players. These include mega-mansions, business empires, and exclusive vehicles. To maintain long-term server health, high-value assets will have operating costs that scale with their value. This ensures the economy remains balanced for new players while giving veterans meaningful goals."
Frame it as new content for them, not punishment for being rich.
Here's the shortcut version:
You don't need a PhD in economics. You need consistent ratios and a willingness to adjust.
Your economy is either designed or it's chaos.
If you haven't sat down with a spreadsheet and actually calculated progression times, income rates, and money sinks, your economy is chaos. It might work for a month, maybe two. But it will break.
The servers that last years—the NoPixels, the successful whitelist servers—they all have one thing in common: somebody did the math.
You don't need perfection. You need:
Start with the formulas in this guide. Adjust them for your server's playstyle. Monitor the results. Make changes.
Your economy will never be perfect. But it can be sustainable.
And sustainable beats broken every single time.
Foundation:
Jobs:
Money Sinks:
Monitoring:
Anti-Exploit:
Need help? Join FiveM development communities and share your economy numbers. Experienced server owners can spot issues quickly.
Found this helpful? The next time someone complains about your economy in Discord, send them this guide instead of arguing. Let the math do the talking.
Good luck, and may your economy stay balanced! 💰