Thank you, Ilsyde! Addressing a few points of your post:
I was thinking about something similar to your "randomized mine service" just recently although I'd actually force chunks re-generation every week whether mayors want it or not.
I thought about that, but there's four primary problems I see with forced chunk regeneration:
* Unless Chief is going to program in layer range after layer range of variable depths and areas, this will totally screw over many players. Because of the limited size of the map and of city footprints, many Mayors and players are making as much use of vertical space as possible. For instance, Rapture is far beneath the sea, at a level most mining operations would start at. The Safety Deposit Boxes in Gwenmarie Island are all belowground, as well as our tree-farm. Now granted, my tree farm and SDBs are capable of being moved (though it'd be rather a pain in the arse), but other cities have extremely variable heights, depths, and areas to be regenerated. A paid service forces the Mayors to do their own homework and then specify the area coordinates to Chief or Apher if the Mayor doesn't want existing infrastructure affected.
* Regenerated mine levels are effectively free money, limited only by one's labor force. Thus a very large city could put its considerable labor force into huge mining operations, week after week, completely emptying out their mineral footprint, dividing up the spoils, and then starting over again the next week, having it replentished for free. Smaller settlements with only a handful of people, however, might require half that time just to get a mine proper mine going before having to start it over again. Requiring payment to regenerate the mine will slightly offset this huge imbalance, because even though Giganto-Town's like EIC would at least be somewhat slowed down, or their profits culled a bit, by the cost of regeneration, and the smaller towns, like Gwenmarie Island, could hold off on paying the cost until it was felt that the most mineral wealth had been retrieved.
* Rampant Depression: Requiring payment for regeneration also helps offset mineral depression. If one has to pay a substantial sum to regenerate the mines, then much of the mineral wealth retrieved from the previous generation of mines would be "spent," and the influx of new minerals would be stemmed. If, however, the mines auto-regenerated on a regular basis, the value of gold, diamonds, redstone, obsidian, etc, will start to plummet as the market gets flooded with them. Already we are seeing this effect with diamonds due to the fact we have infinitely regenerating tools, which I like, but now imagine how much more worthless diamonds would be if all the diamonds in the world were replentished regularly. Requiring payment slows this effect considerably.
* Mineral and Memory Waste: Think about how much dirt, cobble, and gravel are harvested in between the acquisition of even one single element. All of that stuff has to go somewhere and be accounted for. Unless we're to start massive lava dump operations, and even that is something of a pain in the arse, then the map will get more and more choked with ugly-ass cobblestone
everywhere and the game itself will start to chug from all the additional blocks it must keep track of. Requiring payment slows this effect as well.
I'd like to see this combined with special nametags (as before) like white for PvP players and the usual #7 gray for PvE players so you actually know what you're up aganst if you see somebody approaching you.
More vivid colors might be used if necessary of course.
What about donors though? Would their color status be changed as well? That might not go over too well.
Was also thinking about forced floods that change the landscape (by also adding clay, new biomes if possible and random hills/meadows) where city walls would actually protect their citizens, volcanoes that generate mountains etc. but these might piss off newcomers.
It might until they realize the benefits, but I LOVE this idea, though town upgrades and whatnot would need a full-time person to handle it, because anything outside of town ring + 100block radius would be destroyed. However, aside from that little concern, this would be a fantastic thing to have implemented. Think of the benefits:
* Eyesores that some player caused haphazardly (like 1-block towers 50 blocks high, trunkless trees, mine-shafts, dirt huts from some long gone player) would be erased, leaving pristine new land in its place.
* Surface items (like pumpkins, flowers, clay, etc) would be replentished, allowing for more decoration on the otherwise dull gray and brown urban landscape.
* It very heavily reinforces the city-based culture that the Chief is trying to instill on the server. Join a city, start a city, or have your stuff wiped out.
* It allows for raped landscapes near cities to be rejuevenated, adding to the aesthetic appeal.
* Roads would, quite realistically, have to be rebuilt over time. Perhaps an exception rule could be made for obsidian or something, so that cities willing to put in the time and effort required to harvest and carefully place obsidian roads would find they are permanent. It would also make for joint-efforts by cities to work together to get the obby roads completed in time before the next flood.
* Players who really really want a permanent monument outside of a city's range, could perhaps donate money dollars to the server to get a ring, the size of which is based of the donation amount.