Currently the best option is to spread out your guild among as many cities as possible to hold a monopoly on the games resources.
This means the multi-boxing and multiple accounts is the way to success in Fractured. This is the exact issue I discussed in one of my previous threads I created IN AUGUST found here: https://forum.fracturedmmo.com/topic/12052/the-potential-city-problem?page=1.
THIS IS OCCURRING NOW ON A MASS SCALE.
Proof: https://i.imgur.com/lPLmAKO.png https://i.imgur.com/sqCThLd.png https://i.imgur.com/Kk96fuK.png https://i.imgur.com/s6S7Oek.png
The fact that a rank 1 city gets access to the same amount of resources as a max rank means you are better off leaving your cities at rank 1 all over the map to keep upkeep low while you suck the map dry of resources.
Before anyone comes in with "but then you can't defend them". Yes you can. You can join sieges to defend cities(once implemented) even if you are not a citizen.
One of the changes would be to limit siege defense to citizens only and place a 1 week cooldown to join another city once you leave one.
Additional Concern: Players are FORCED to trade with others. In a PvP heavy game it's VERY easy for players to refuse trades due to...well...PvP. Players tend to get upset and create their blacklists especially in a game with full loot PvP. Having to rely on other players to obtain resources is a huge hit to the future PvP community.
My Suggestion: Completely revamp the resource system. Remove the resource allocated to cities design. Have resource hotspots such as quarries that players would fight and compete for. Fertile Grounds could be removed completely and a slight increase to all farming yields could be applied.
The entire city system should be adjusted so players WANT to focus on one city and attempt to level it to the max rank. I believe as the city ranks increase the available land allocated to the city should also increase. This way massive cities begin to form on the continents truly allowing cities to differentiate themselves from other cities. Bonuses could be applied to reduce the amount of resources needed for some crafts rather than increase the amount of resources players obtain.
A reduction in the amount of cities available could also greatly benefit players allying and competing for land. The painful truth should be that not everyone will own a city and battles must be fought to claim your own.
The current city and resource system will be the death of the Fractured competitive environment and eventually the game itself.
I know that both the community and Prometheus know that I truly want the best for Fractured. I spent a hell of a lot of money and time testing and supporting this project. I love you Fractured and Dynamight Studios but this is the honest truth. If the game launches with this system in place, I think I would have to say my goodbyes.