1. Summary
Servers converge into a single monopolistic city with high concurrency and compounding advantages. New settlements founded 1–2+ days after server launch struggle to gain footing. Off-market exchanges (direct transfers without pricing) weaken server-wide signals. This proposal adds lightweight, additive mechanics—Customs & Tariffs, Production Subsidies, and a server “Market-Only Trading” toggle—to diversify play, strengthen price discovery, and keep late joiners/small towns viable without "rewriting" ECO’s economy.
  1. Problem Statement
P1. Monopolistic City Gravity
An early cluster of players coalesces where the future dominant city will form. Their concentrated activity drives exponential compounding within hours; once that cluster formalizes into a settlement (typically by the end of Day 1), the advantage accelerates. Late entries (Day 2+) feel increasingly pointless outside that hub.
P2. Off-Market Exchanges (“Corruption”)
• Small groups/co-ops often bypass markets (direct transfers, zero-price trades), weakening supply–demand signals
• This problem compounds inside the dominant city. In practice, the same corrupted co-ops frequently establish the monopoly settlement itself, shaping the server around a de-facto vertical that crowds out solo or late players.
  1. Update Goals
A – More viable settlements via its real specialization and competition.
B – Stronger price signals; route trades into transparent market channels; cut zero-price leakage.
C – Minimal disruption; optional, server-configurable mechanics.
  1. Proposed Features
4.1 Customs & Tariffs (Settlement-Level)
What: Settlements set tariffs on cross-settlement transactions.
How:
• City A creates a tariff rule: origin settlement = B + category / specific SKUs
• When a resident of B buys in A (or vice versa, per rule), a tariff surcharge applies.
• Purchases matching the rule add a tariff; revenue → city treasury.
• Professions/individuals may modulate rates (e.g., Engineers −50% on Iron pipes).
UX:
• Shops show base price (struck) + tariff line + final price; tooltip (“Tariff → City A Treasury”).
Outcomes:
• Specialization, organic customs unions/federations, incentives to spread across the map.
Safeguards:
• Rate caps, logs, optional cooldowns.
4.2 Production Subsidies (Settlement-Level)
What: Settlements subsidize selected goods/categories for residents to grow local industries.
How:
• City sets discount/cashback (%/#), funded by treasury.
• Applies to resident purchases in local shops within borders (or per scope).
UX:
• Base price + “Subsidy −X%” = final price; subsidy badge with tooltip.
Outcomes:
• Offsets tariff friction, steers demand, policy lever for the mayor, cheaper essentials for late joiners.
Safeguards:
• Budget caps, spend visibility, conflict warnings when rules overlap.
4.3. “Market-Only Trading” (Server Toggle)
What: When enabled, removes players’ ability to directly authorize ownership of any movable/immovable property outside regulated channels.
Behavior:
• Direct transfers off (items, vehicles, deeds etc.).
• World drops private by default unless enabled by settlement law within borders.
Early-game (pre common currency):
• Personal currencies allowed, BUT:
→ Goods exchange must go through shops, not free barter.
→ Authorization transfers must go through the Notary.
Notary (settlement object):
• Acts as a legal registry for authorization transfers between settlement members.
• Government sets policy controls: price floors by category, quotas, per-transfer fees, waiting periods/cooldowns, limits/bans.
• Players use the Notary for non-market transfers within configured limits.
• All Notary actions are logged to the mayor.
Why:
• Keeps price discovery transparent, limits collusive dumping, and gives solo/late players a fairer field while preserving trust-based play through regulated mechanisms.
  1. Player Experience & Economy Impact
Positives
• Decentralization: more autonomous towns with identity/specialization.
• Richer politics: customs unions, federations, negotiated corridors.
• Future professions possible (inspectors, police, counter-smuggling).
• Better late-joiner viability: subsidies and targeted tariffs create onramps.
Trade-offs & Mitigations
• Tariffs may feel punitive: pair with targeted resident subsidies; apply caps and cooldowns for stability.
• Notary is settlement-bound: available only after founding; operates within borders.
• Collusion risk: even on sizable servers, a few coordinated co-ops can crater prices and crowd out solos/late joiners—especially when they also found the monopoly city. Treat unregulated exchange as a governance/economy issue now (Market-Only + Notary), leaving room for future law/crime systems if desired.