Three suggestions that are partially linked. The global money supply has been rapidly increasing, theres too many ghost towns, and there isnt enough money sinking to compensate and keep a healthy economy going. The following things are being suggested-
1. Town inactivity scales town upkeep.
Every day a town has 0 active residents, the upkeep increases by 5%. This, goes up to a maximum amount of 300%, capping out after 40 days of total inactivity balance (base upkeep being 100% of normal + # of days inactive * 5%). The system for this would be very similar to the loyalty system, where each day there is an active resident, it either remains the normal 100%, or decreases by 5% if the upkeep was previously increased. For example, a town that is currently paying 150% of its upkeep (due to 10 days of total not a single player playing inactivity), it would take 10 days of the town having an "active resident" to decrease the upkeep amount back to the standard 100% cost. This would still coincide with the overextension costs, and be considered after the overextension percentage is added, as that variable is far less likely to have daily movement.
To compensate for this, and the general need on the server for town holders, I am also suggesting that unpeaceful towns be granted two outposts, which must be placed within 3k blocks of their main towns homeblock. One huge complaint and reason for town holders is because people dont want to live at naval ports/forts/siege bases/etc, However with this function, one person could own a main town (a fort, an unpeaceful town), and be able to claim a movecraft base for it, and an optional "town" (outpost) to live in, or two movecraft bases, or a movecraft base and naval port, etc.
2. Inflation.
The money supply has been rapidly increasing, the need for higher tier slimefun machines has steadily been dropping, and the only real way to make money as of lately with the gold mining nerf has been set as silver farming. To combat this, a very unpopular opinion has been formed, however I believe that slimefun machines should have operational lifetimes, to promote a healthy flow of sales, grinding, and overall expenditure of money.
As in the real world, machines do not work forever, and will need constant repairs, replacement, or retirement. A slimefun machine needing to be replaced after x amount of actions (say a t3 ore grinder, after 50,000 "grinds", will then break, and become inoperable, needing replacement (50k isnt a set amount, and math would have to go into this further depending on the actual silver output range the server as set)) would benefit the economy, and prevent stagnation of everyone already has everything they need besides consumables (fuel/ducttape/coal) forever, and there is no need for new machines anymore. This goes partly hand in hand with money sinking, as does the first suggestion, ways for money to be taken out of the economy.
3. Money Sinking in Movecraft.
As previously mentioned, there are not enough money sinks in the server currently to drain the amounts being produced. With suggestion 1 and 2, they may be able to contribute to money sinking, but I do not feel that is enough at the current time. So this suggestion is for printing to be increased from 0.30/block to 0.75/block; more than doubling the amount it costs to print will be a price felt by every nation, big or small and proportional to their needs. A large nation wanting to print 70 ships will feel the cost, just as well as a smaller nation with lesser resources wanting to print 7 of them. When you print a navy, it will cost more. Printing a siege base, will cost more, movecraft bases, forts, in general anything, will cost more. And people will still print, because nobody is going to make a fleet of 40 ships by hand, as well as an added benefit of losing movecraft will matter more, and not be oh well, ill just pay $1,200 for a new max destroyer print, it would instead come out to be $3,000 each. If someone wants to throw away 30 ships max size destroyers, let them burn $90,000 replacing them, on top of material costs.
TLDR: These three suggestions, increasing inactive town upkeep, making slimefun machines have a sort of "durability" or lifespan, and increasing the printing cost would reinvigorate the server, make the economy mobile and flowing better, and stop the overabundance of stagnant wealth there currently is. Not everything would need to be implemented at the same time, and im sure all of the people either wanting their 7 ghost towns theyre holding will hate on this, and the people with a 50 T3 SF machine setup making 30k/hr in silver wont like theyll have to lose some of their margins, but overall the server would benefit imo.
Also I personally I wouldn't implement any of this how SOI was, with very little notice beforehand. Ideally, at least 2 weeks if not a month to prepare for any change(s) listed would be tremendously helpful.