Reworking economics! I intended to make a topic about it, but I holded back because of my inexperience on this server and comments like that (which made me feel like I'm just missing something).
But now I think I can say that economy is broken as ****. It's like the worst thing that happened to economics since Engels met Marks.
So here we go.
Inflantion is probably the most blatant flaw of this mechanic. If money appear "from nowwhere" there should be also a way that they "just disappear" - of course in uneven rates, so that community grow rich, but slow.
Second thing that occurs to a player when one look on money toplist is that if there are players so wealthy and they're still getting wealthier day by day, that means there's not really much to do with this money after you build yourself a house, equip yourself and fulfill other rather common needs.
I think of one solution that could solve those problems (of course partially, because there is no one magic feature that could heal so complex system) - an upkeep. I'm pretty sure someone sometime had a similar idea in past years, but maybe there's different team now, different attitude, maybe it wasn't possible back then...
Either way, this should 1) easily let money flow back to the system; 2) make expanding regions harder (not like nowadays "Meh, I'll just gather ppl on the forum and build a city in the wilderness, because why not"); 3) require some actual managing from leaders/regions owners. Point 2. should make two virtues follow: first of all, having enormous lands under your control will actually mean something and second - because it would be harder, there will be just less settlements and as such there will be actually living.
So of course elementary problem with designing an upkeep would be creating proper costs. I believe it should be related, of course, to size of controlled region. One may say that if costs depend on surface, then players could cut their costs by building high buildings with small surface and thus have more cheap space in total. Yup, maybe - I see it, but I don't consider it as some heavy flaw, because the most impressive buildings of representative nature still would require large surfaces and when it comes to just homes, It would be just fine to have many close neighbours as it profits in numer of interactions and developing relations with them on everyday basis.
Now best way to suck out money from the system would be make this cost only in minas and in large amounts of them. However, if you want to repair other branches of economy, you can't just leave professions as they are now because most of them are considered useless, as I understood from many comments and questions in game and my own observations of auctions, transactions and forum. And so you can make proper use of stonemasons (and so - miners) and woodworkers (and so - lumberjack), maybe even chef (plus fisher, farmer, breeder...). Whole thing (however born from another need) is based on idea of decay - time is passing, wooden boards rots, stone bricks crumbles, clothes are getting used up, goverments need new paper and books etc. etc. Those things require repairs and so except for minas (needed to pay off workers) resources may be needed - little amounts of cobblestone, planks, stone bricks, maybe even new items made exactly for this purpose (wooden hinges, nails, tools and so on). I don't think food should be included in here, but maybe it would have to so that chef profession keeps up with rest.
Of course everything depends on how complex this kind of system should be. For example, it could be as simple as one owner paying just minas for his lands. But it could also be more complicated and - as such - interesting and supporting roleplay. What I have in mind that smaller, simpler regions (just regions) would require only minas and just basic, easier to collect resources like cobblestone and wooden planks (and as such, It would be rather easy to simply collect taxes and I think both cobblestone and wood don't require much effort). Now when it comes to larger structures (nations) it could require a little amount of minas (as those were mostly already paid by regions included), but more sophisticated goods - glass, chiseled stone blocks, advanced tools, meals, mechanisms, you get the idea. Those things probably won't be acquirable for small communities like villages, monasteries and such and there is no point in making game too hard for common players. However, if someone is aspiring to lead a nation, then he should organize his people - if not craftsmans, then merchants dealing with other nations or villages. And it's not like glass or meal is so hard to get...
As I've said, idea is based on concept of decay. Now it would be nice to represent it somehow, because if this system will be implemented it will also need some kind of consequences if upkeep was not paid. Perfect would be decay like from game Rust, but I don't think it's possible. However, It could be possible to set automatic deletetion of random blocks from the region for every hour after deadline - so would be slow decay day after day if there are no active players. Of course some blocks should be excluded from decay or just be deleted lastly (things like chests, workstations, armor stands etc.).
Keep in mind that I'm not talking about some high costs - rather "just costs" that will suck out some minas from the circulation, wake up economic and make use of professions in new way.
Now I believe it would greatly benefit interactions, roleplay, economics and usefulness of professions. I also believe that those things are completely doable; however, I'm not arguing if they are actually for an effort that would be required. It's up to the team.
So let's get to my second concern - if there's really nothing interesting to do with minas.
As I understand, there were many lands, many forgotten races, cultures and simply there simply are still unknown beings of different kinds. It could be easily used for making some purchases avaible. No matter what lore you put behind it (foreign merchants, crazy NPC, strange AenguDaemon), you could make some features avaible for all players at real high price (I'm talking tens and hundreds thousands minas) - things like shop, fireworks, custom items (still requiring mod acceptation so that they won't be vulgar and keep RP standards). Even if donating system was to be the same, I see no reason why things that are avaible for money should not be avaible in-game. You know - it's the most fair deal: making everything completely achievable in-game, but just very easy to get for real money.
The marketplace is bad idea. Even if prices would fluctuate due to supply and demand, It works against roleplay and player-player interactions - like every single bot-NPC does. It's artifical and not needed; even todays auctions, no matter how useful and user-friendly they are, could absolutely be handled by players - and instead of some merchant guilds, trading community in some place being world's trade center full of shops and regular auctions-events we have six NPCs in the carport.
Don't get me wrong - It will work, people will use it... But it will hurt roleplay and every merchant, craftsman and probably even thief and robber character.
Edit:
I forgot... please, delete those free food from /bread and burgers dropping from heaven! What's the point of making chef profession if even fully grinding miner could leave without any "food-maker" - and live well? Of course it's ok for new players, but that command should not be avaible after week or two.