This is a bug that is addressed in the next hotfix scheduled for this week.
Prior to update 10 my server forced groups to form companies (using the companies mod) and then taxed them more. This worked out most of the time. Sadly, that mod isn't updated yet for u10.
This current run we're doing is vanilla for the most part. Next run I'll definitely be adding in mods and an already in place government to help combat this problem. A tax on all sales and a rebate for all buys is quite effective. This way people that have a near 50/50 buy/sell amount will not be taxed as much as people that only sell things. These large groups often only ever sell and have very few buy orders.
If you ask thomasfn (the dev) nicely, you may get the development builds - they already exist, White Tiger which the mod originally was made for had the mod active through the whole playtest. It has a few rough edges still, though. Some of them may need changes on our side, though. The mod also is open source, so maybe you can acquire them yourself as well.
What does the embassy table show? Is the homestead surrounded by town influence and not part of a different town?
Not 100% sure, but regulating immigration policies, such as who can become a citizen and what happens when they do.
That's in the Immigration Table.
The Embassy Desk is the correct one for annexations.
If thet are within your towns influence and the resident is classed as abandoned you should be able to do it with executive action.
Homesteads not part of the town are not considered to be in influence, laws don't apply there.
The dev commands are intended to be used by QA and are generally destructive as well as useless to actual servers.
I sometimes use them to test mods, but apart from that I don't think there is a single dev command I've used for my server of 4 years.
With that said; you can use them if your account has dev tier or you enable them via a EM.Framework permission group.
Nothing more needs to be said :)
The term competitive IS used correctly. Both specialties provide the same function, food. No one was buying baking food because it was "worse" than cooking food. It was worse because it had lower values assigned than Cooking did. The stomach has limited capacity, so people must make a choice what to buy.
Baking was "buffed" to become more in line "cooking". Now more people sometimes buy baking food in stores instead of its competitor, cooking food. Both are useful now, so the buff was successful.
I get you want to bring the game closer to its design goal. I get you don't want to encourage competition. That there is such a long response that completely ignored the simple example says a lot. There is nothing to be afraid of using these words when it applies. You could just say you don't consider the brick change to be a nerf.
I did not, I did acknowledge in the very first paragraph that the baking example can be called one.