This write-up will cover 3 issues that are interconnected and should be adressed jointly.
1.Shadow Markets
My Corporation, just like any other runs a shadow-market, outside of CXL, where prices for a lot of stuff are significantly lower than galactic market. There are many reasons to do that, but i would like to explain a few why this should not be done:
-Shadow markets disrupt CXL and local planetary markets by lowering the trade volumes of those two significantly.
-Lower trade volumes slow down the global market, potentially “killing off” new players which cant diversify much initially
-Lower trade volumes hurt players which build TALL, they are forced to use shadow-markets because CXL is not diverse enough
-Slower and less diverse global market increases the time needed for the galaxy to mature enough to start producing Ships and late-game tier items openly for CXL. We are talking years.
I suggested to my corp to focus our shadow market on building up an economy in a chosen cluster, create a local market which could grow to rival CXL which will in turn stimulate the galactic trade, rather than disrupting it and fracturing. However it brought us to problem number 2.
2.Worker Hijacking
The way current population distribution works is counterproductive to global game goals. Specifically there is a game mechanic, which allows agressive overtaking of population at very little cost, and has no mechanics to counter it. Assume this scenario:
1.Corp builds up infrastructure on a remote planet, via combined effort
2.Planet population reaches scientist tier
3.Rival corp lands bases (because they can) and builds up only scientist production buildings.
4.Next pop redistribution cycle they skim scientists without ever investing into planet infrastructure.
This leaves Corp to either 1.Abandon the planet 2.Live with leeches 3.Attempt to tax leeches
Attempt on taxation will end up on large corp or multiboxers invading the planet, landing their HQ without any buildings and voting for their own governor, overtaking all infrastructure.
-Pop distribution should happen over periods of time rather than the whole pool being instantly distributed equally
-Pop distribution should happen based on “attractiveness” of your employement. You, as a base owner, build parks, cinemas, bars on your plots (iinstead of those sweet factories) to increase “atractiveness” of your employment, eventually scoring more scientists next distribution round. You now compete for planetary human resources by offering better lifestyles. All of these new buildings now drain more basic stuff like DW, COF, etc. creating even higher demand for lower tier products, allowing new players to always find demand for starting items.
-Pops should become a resource,not just a drainage, like they are now.
-Voting weight for government should be based on pops you employ on that specific planet plus the manned assets you have built on that planet, rather than just fixed digit it is now.
Finally this brings us to 3.
3.Cluster Development
This should be the primary goal of Corps, developing entire star clusters into eco-systems, controlling certain resources and products, competing with other corps at logistics, efficiency, imports and exports. Current operations of corps are quite pathetic when compared to the scale of the game.
You do not need to implement warfare because economical warfare shoud happen, but to achieve that players need to be able to develop systems outside of starting locations in a controllable manner. Right now 95% of stuff happens in starting locations, and we are more than a year into the server. Stuff needs to happen faster and expand quicker and the things i mentioned above currently slowing it down, not the speed of an actual server.