…without merging Trading Posts and harming the ability to perform arbitrage for dedicated economy players.
One of the best features of the current system is that a player has the incentive to buy materials near where it spawns and is abundant, and transport those materials to remote Trading Posts with the potential to turn a profit on arbitrage for the labor and hassle of moving said materials.
This is really cool, and in general, economy players love this aspect of new world. I have seen the mega-thread about the damage that a merged trading post would do to the economy of the game, but I have also read the dev post/blog about WHY they considered this in the first place.
The issue is that outlying territories do not generate enough revenue to sustain themselves while upgrading any tables or defenses. They are money pits on most servers, and in many ways undesirable to hold. Meanwhile Everfall (and to some degree Windsward, and to an even lesser degree Brightwood & First Light) generate considerably more revenue at reasonable tax rates than the rest of the territories combined.
One way to solve this issue in a clever manner would be if some percentage of the taxes in each town are collected into a global tax that is then evenly distributed between the territories. This tax would be a flat % of the tax that the governor of that territory has set. For instance, if the global tax is 10% and Windsward’s owners set their property tax to 5%, then 10% of that 5% would be put into the global pool.
This creates an interesting dynamic because you may not want to “give away” money to the outlying territories by setting very high taxes in the most popular towns. For instance, if I am in a Covenant company who only holds 1 territory on a mostly Syndicate and Marauder server – but I hold a valuable trade city, I may not want to “share” with my enemy faction friends by setting my taxes very high. I may be more satisfied with a lower tax rate, knowing that some of the money traded in my town is headed directly to my enemy’s pockets.
In general though, a rate of 10-15% of the declared tax rates for each town I would think is enough to cover the basic costs of upkeep for each town and make territories like Morningdale, Reekwater, and Ebonscale more attractive and sustainable on medium-low pop servers.
Source of info: I am a governor of one of those less desirable towns on a low pop server. Our town has just started to finally break even, but compared to the revenue of the central towns, it is absolute money pit and probably not even realistically worth defending. If we didn’t also own one of those money towns to support it, there’d probably be no point. However, with knowledge of what both towns bring in, I estimated that 10-15% range as being sufficient. The player would not even need to be alerted to this money pool, as the tax they pay is still the same as before, whatever the owning company has set.
Thank you for considering our ideas and consulting with the community.