MANUAL ECONOMY SIMULATOR / OVERVIEW
Economy Dashboard
Enter your own server values to model the economy. No server connection required.
Cash supply projection
Estimated circulating cash
Server configuration
Changes instantly recalculate your forecast
A cash sink permanently removes money (e.g. NPC fees). Player-to-player transfers are not new money or cash sinks.
Daily economy flow
Day-one estimates
How to interpret this
This model estimates money creation from configured job and drug payouts minus money sinks. It assumes every earning player completes the entered daily activities and drug payouts are generated by the server rather than transferred between players.
Risk bands use projected 30-day-equivalent cash-supply growth: ≤5% low, ≤15% moderate, ≤30% high, above 30% critical. These are illustrative signals, not predictions of actual item-price inflation.
Long-term forecasts compound player growth and hold all other payouts constant. Very large or extreme inputs may produce unrealistic scenarios.
Individual jobs & drug products
Analyze each payout separately
Detailed rows replace the corresponding average payout calculation. Actions are per participating player per day. Participation is the percentage of earning players doing this activity.
Jobs
Drug products
Advanced Economy Management
Compare occupations, calculate drug margins, test presets and review payout anomalies
Presets replace the average-input settings and clear detailed activities after confirmation. Threshold alerts are hypothetical scenario reviews, not evidence of actual exploitation.
Job comparison and earnings per hour
Drug profitability
Economy diagnostics
Suspicious payout review
QBCore / ESX configuration suggestions
Drug production costs are estimated from the global cost field. NPC payouts count as new cash; player-to-player trades do not. Configuration recommendations are illustrative key/value suggestions only, not drop-in resource patches.
Economy Health Report
See which jobs and drugs generate the most cash, with transparent risk indicators
Money creation by activity
Findings & recommendations
The share of generated money is not proof that an activity is overpaying. High-contribution flags use a configurable illustrative 30% threshold and must be assessed against time, difficulty, player experience and legitimate cash sinks. Server-paid rewards create money; player-to-player trades do not. This report uses your entered assumptions, not live server data.
Economy Balancer
Find payout and sink adjustments that meet a target 30-day cash-supply growth rate
Recommendations are scenario estimates, not guaranteed inflation controls. Payout reductions scale all modeled job and drug payouts proportionally; sink increases adjust the daily per-player sink. Existing player-to-player transfers should not be treated as new cash. Applying changes modifies your local inputs only, not your FiveM server files.
Import config.lua
Free browser-based Lua value detection
Scans multiple files, nested Lua tables, numeric ranges and keys such as paycheck, salary, reward, drugPrice, sellPrice, and price. Lua configs differ by resource: review matches before applying. No Lua code is executed or uploaded.
Saved scenarios
Saved locally on this device
Scenarios are stored in this browser using localStorage. Clearing browser storage or switching devices removes them.