Targeted Improvements to the Global Economy
N
Neil Al
- 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.
- 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.
- 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.
- 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.
- 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.