5. Nice idea behind this, and more discussion is needed. Base idea now is that buying grain and selling it to cows happens behind the scenes, and you only get to see the earnings. Less earnings the more grain has been transported to cows. Same with city transports. Adding an economic layer where players could actually start losing money will lead to situations where you would need to check on your trains a lot more often, and make plans with other players not to haul the same goods too much. Also, if you start losing money, how do you pay service fees for engines
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That used to be possible.Back before city level prestige sniping was common, I had all my teammates doing it. When the team we were chasing tried to counter us, well... We didn't actually get the price to go negative, but $1 a ton was seen. We were wondering if the game could handle it (bad array pointer), and whether we were about to become incredibly rich (integers without a sign bit can go from $0 to $65K), but the city levelled to fast for us to find out.
Now, they set a minimum price, presumably to prevent exactly what you are asking for.