Board Thread:Suggestions forum/@comment-26149161-20170129023309/@comment-174.194.13.253-20170130025603

When it comes to the idea of this exploitable item production I would suggest only half of the amount spent by a customer goes to the player owning the tavern, the rest would go into worker pay, inn upkeep, and taxes (as a reason). This would not "fix" the issue but it would lessen the issue. As far as the chunkloading exploit just make it where a player must be within a certain number of chunks to work. In exchange the rate could be a coin every five minutes. I also like the idea of making the bartender be your employee to sell extra stuff or buy needed goods from other players. To prevent a player from buying out loads of inns the buying inn option would have a max cap of about 4 inns per player. In the end a player embargo list would be a neat addition. This in conjunction with the bartender calling all avaliable owned guards to "escort" him to his respawn point.

(this is if feeding troops comes to be an issue) If your owned troops run out of sutable rations they will buy some chow from a nearby employed bartender if they can find one with enough of your earnings to pay off the tab.