This is a great start in regards to Territory Income ranks on servers. Just make 2.5% trade tax servers, 3.5% trade tax servers and 5% trade tax servers for increased income on different servers. This can become a, “Ranked,” server system regulated by trade taxes.
This is not the solution to this problem though. The only thing this will do is raise the gold sink on newer servers. Mature servers will just have a massive increase to income of territory owning companies and is not the answer to, “balancing wealth.”
It has been suggested many, many times before. Add more craft mods to the faction shop at a high price if need be to create a gold sink AND a balance to the economy.
2k per craft mod has been suggested and raising the cost of Resilient in the faction shop has been reccomended. The healthy gold sink would be to work on the faction shop.
An increase in money supply (more coins being generated in game than being destroyed) will only lead to inflation in a player driven economy. That will only last until demand goes down because players have what they want. The reality is gold by itself just doesn’t buy that much the way the game is designed, unless its just from another player so it really doesn’t matter. You can buy a house, most vendors require a secondary currency in addition to gold like faction tokens or rare drops, many of which are bound to the player. So it’s clearly a fiat money system,. Its not like there a conversion to real money. If anything easy money will reduce bots and gold farmers.
If ags wanted to balance economy they would had change the gold income from launch, companies still getting millions in 1-2 weeks. Only thing that have changed so far is that at launch u had simp company and now u have simp1 , simp2 , simp3 , Same people just from 1 company now u have 3 -5 fake ones.
I am waiting the next update for companies to see how many loopholes they left , except multiple accounts ofc.
I’m not sure the context of that last quote is in regard to the sales tax changes but the way they are nerfing the coin generation. You can fix the inflation in two ways… Add Gold Sinks or Remove Gold Generation. With a gold sink you can choose to avoid it and some players contribute to the reduction of inflation while others elect not to. By nerfing the source of the gold generation (the free gold from the bags) it affects everyone theoretically equally. By electing to not participate your electing out of the gold gain not the gold spent.
This is actually a better solution enforce it rather than give people a choice to avoid it.
If you do both sinks and reduce income you lower prices. If you just do one or the other you maintain prices or slow inflation. If you overdo one or the other you reduce inflation as well.
100% we need better gold sinks. Taxes is not the way. Rich players don’t care about taxes and poor or new players will be hit the hardest.
Instead I proposed something similar to your last paragraph: