Sources and Sinks: Premium Currency on Cobblemon Servers
Back while I was working on Roanoke Diamond, I wrote up an in-depth analysis of their economy and suggested improvements. I focused primarily on their premium currency as method to reward players for their dedication and engagement. These are the lessons I learned:
A single source produces inequality
If a server only has one in-game source of premium currency, whichever players engage with that source will hoard everything. An example is weekly tournaments. They're fun, they're high-effort, and rewarding them with currency makes sense. However, if tournaments are the only repeatable source, the same few competitive players will accumulate large sums while everyone else has zero.
This has cascading effects. New players who want to compete look at the gap and feel locked out before they start. Players uninterested in PvP have no way to participate in the economy at all. Currency loses its meaning as a marker of dedication when only one type of dedication counts.
The lesson is to think about which player archetypes you actually want to reward, and make sure each one has a route in. A reasonable starting set:
- Competitive players: tournament placement and participation.
- Quest runners: weekly tasks, story milestones, dex completion.
- Achievement hunters: vanilla Minecraft advancement triggers, breeding goals.
- Event participants: seasonal events with currency spread across event tasks.
- New players: a tutorial questline that introduces both the server and the currency itself.
A brand-new player should be able to earn enough in their first session to buy something meaningful. That single act of spending teaches the entire economic loop in a way no chat message can.
Pick a weekly target and balance around it
Once multiple sources exist, you need an estimate of how much currency an average engaged player earns per week. This number is the anchor for everything downstream. Without it, sink pricing is guesswork and the economy drifts.
My suggested approach: pick one source (often repeatable weekly quests) and treat it as the baseline. Decide how much that source pays out per week, then size other sources relative to it. Tournament first-place might be worth one week of quests. A seasonal event might be worth two weeks. A dex rank-up might be worth a third.
Sink prices come from the same anchor. A premium cosmetic should feel like a real commitment, maybe two weeks of dedicated play. A high-end decoration block might be three or four. Cheap consumables like ball swappers might be a tenth of a week. If the anchor changes later, everything else has to be re-tuned in proportion.
It should be noted that this calculation only works if you actually log earn and spend data per player. Without that, you're guessing at how the economy feels.
Sinks decide what the currency means
Sources determine who earns the currency. Sinks determine what it stands for.
A cosmetic-only sink (skins, hats, decoration blocks) sends the message that currency is about self-expression and showing off dedication. A gameplay-power sink (rare Pokémon, stat items, shiny boosts) sends the message that currency is about competitive advantage. Most servers want both, and the mix should be deliberate.
Here's what I consider to be a good balance:
- A large and diverse amount of Cosmetic Sinks. Custom skins, hats, decoration blocks. These should make up the bulk of what currency can buy, with prices high enough that completing a set is a long-term goal.
- Convenience sinks are the cheapest tier. Ball swappers, mints, small boosts. These exist so players have something to spend on early and feel a regular sense of "I earned enough to get the thing.". Keeping them cheap helps new players get a basic team built quickly.
- High-power sinks stay rare and expensive. Ability Patches, stat-boosting items, signature Pokémon. Available, but priced so that earning them through gameplay is a real accomplishment.
- Decoration blocks as the prestige tier. If your server supports Polymer or similar custom-block tech, decoration blocks are the perfect endgame sink. They're visible (other players can see them in claims), they're collectible, and they have no upper bound on quantity.
I think there's also a case for keeping at least one category of decoration sold for in-game currency only, with no real-money path. It gives dedicated players something concrete to show for their time that money can't buy.
Utilize your backlog
Servers lucky enough to have many artists making custom textures can often accumulate a backlog of skins that are hard to collect. They come from texture jams, seasonal events, one-off commissions. After the event passes, those skins effectively vanish.
A rotating skin shop is a great way to bring them back. Pick a quarterly rotation, show off the catalog on your website with artist credits, and let players buy what's currently in the rotation. Skins that age out of rotation can move to a permanent shop at a lower price.
This serves several goals at once. Players get a steady stream of new-to-them cosmetics. Artists get visible credit for work that would otherwise sit in a folder. The server gets a recurring reason for players to log in and check what's available. And the existence of the skin shop contextualizes any real-money skin sales (the in-game price acts as an anchor, so a real-money offer reads as a time-saver).
Staying F2P-friendly
The strongest reason to build a real in-game currency economy is that it lets you honestly claim the server is F2P-friendly. Every cosmetic, every boost, every Pokémon. All of it should be reachable through play alone.
This works because it changes the meaning of real-money purchases. Players spending money are buying time and convenience, with full knowledge that the F2P route exists. That is a more comfortable transaction for everyone involved than the version where certain items are paywalled forever.
For these reasons, I'd push back hard against any item being real-money-exclusive. If it can be sold for money, it can be priced in currency too. The cosmetic gacha pack that drops next month should also be available, individually, in the shop later. Holdouts here are where F2P-friendliness quietly erodes.
What I'd build first
If I were standing up this kind of economy on a new server, I'd tackle it in this order:
- Pick the weekly currency target and the anchor source.
- Wire up two or three additional sources at different engagement levels.
- Put one cheap consumable in the shop so new players have an immediate goal.
- Ship the cosmetic shop, even with a tiny inventory.
- Add the website catalog so the shop is browsable from outside the game.
- Iterate on rotation and pricing based on actual earn and spend data.
Everything else (decoration tiers, retroactive milestone rewards, prestige cosmetics) is downstream of having the basic loop running.
The core insight, if there is one: a premium currency is primarily a design tool. The monetization follows from doing the design well.





