I would like to give an suggestion about the town treasury. Most of the town treasuries have plenty of cash and now the only way to spend that cash is by building the town (or church) and attacking forts, which becomes irrevelant when the Town Treasury has +1 millions dollars and there is nothing left to do with that money, so my suggestion is creating Town buffs which could be purchased by one of the Town's Founder/Councillor, for instance one of the buffs could be 10% experience to the members of the city, giving +30 damage to each member of the city and so on. I believe if this is implemented the game would get more active players because they'd get more bonus in battles and it would be a way to start emptying town treasuries. Another suggestion is giving the Town's Founder/Councillor habililities to change the taxes of the city, by giving them a minimum fee and maximum fee so they could choose which % they would like to get from their residents.
Personally i hate when huge amount of money stays useless
Good that you raised the topic.
at .ru I proposed idea about duelling wars between cities. Kinda game called mafia. A city declares war on another one. War continues until one side wins. In order to win, 70% of enemy town members should be knocked out during a period of time, say 24 hours.
The whole idea was about finding some more use for the town's treasury. As a benefit for winner-town, its members gain a % of bank and market fees that were collected in loser-town. That burden lasts for a certain time, or unless the town-loser declares and wins a war against the enemy-winner.
In practice, that means no money loss for players of the city that lost the war, as they pay fees anyway (unless premium worker). It only means, that money that is taken from players anyway as fees, will be distributed to players.
Kinda cashback, but for your enemy.
Those collected after the war money are to be distributed equally between the members of city-winner. A transfer is made once after end of the conflict in order to prevent too high stress for servers.
I think this is a way to finally improve
Well if this idea is interesting, I can create a whole topic describing rules for this mechanism.