the economy system which gave value to food/weapons via a shop anyone could upload stuff to at any price and buy whatever was uploaded was really good. the intention of that was to make it so if someone was price gouging your food/weapons you could get guns and destroy their means of production so you remain the supreme food seller and it worked as intended. additionally, crops, which were used to make food, had a global limit so there couldn't be more than a certain amount on the server, encouraging others to go and raid crop factories. i think all of this worked really well but the problem was that the permanent bases that were inherited from cityrpg made it really difficult to relocate/defend when someone came to kill you and your means of production. our plan was to switch to a more base raiders like system where you could plant stuff anywhere and that's where i got burnt out and quit so i could move onto improving my programming skills and actually do something with my life.
another thing that i liked was the mayor system, where anyone could run for mayor and change laws that had a gameplay impact on the rest of the server. it was intentionally designed so the mayor could forget everyone over by enacting combinations of laws or help the island by enacting other combos. if you didn't like the mayor you could run against him in an election or kill him to take his place. this worked really well and our only problem with it was not doing a good enough job tutorializing it. the god mechanic where the pope had to appease god so he didn't rain fire and brimstone and alligators down on everyone was trash though because it was hard to make a change in god's temperament and the parts where god did rain fire and brimstone sucked ass and got boring after a while.