Alright, so it's time we had a proper discussion on how Factions is going to affect gameplay. There's a lot of big changes that are happening this iteration, but the biggest one may be the implementation and use of the Essentials economy plugin, which has gone unused in previous iterations but will become a primary facilitator of transactions in Factions and ChestShop.
We have a basic economic setup on PepeCraft that while grossly imbalanced, should serve to familiarize the players and staff with the new system.
The current means of making money is through selling items to the server for currency. The worth of items to the server is configurable. Currency is used to maintain factions and buy plots, as well as for exchanging items sold via ChestShops in marketplaces and for paying officers should your faction chose to implement a salary.
Currency will also be used as a means of paying for certain, faction decisions that will be possible in the next iteration.
The talk we have to have now is what is valuable, and what value it will have. The primary attribute of items that can be sold to the server will basically entail them being finite and uncommon. This will preclude the sale of dirt or renewables like wood.
So, I leave this discussion to you and seek input on the matter:
What is valuable enough to use in purchasing currency?
What makes the item valuable? Is it scarce? Is it used in important recipes?
What should the currency value be of the items you mentioned?
What should the formation of a Faction cost at the outset?
What should plots purchased by a faction cost?
What should Factions pay in upkeep?
How else can currency be implemented usefully?