Well there is a down-side to basing the amount of tonnes on connected players.
Most players in the game are planless drone-style players, who will either not participate in the endgame or run counter-productive hauling, not following calls either from mal-intent or from just sucking at the game/not knowing better.
I think a better thing to do would be to make a proportional division of PP of a certain amount of points for each good. That way a city that has 50 people hauling seriously and 50 people who just touch each good once, will have >95% of the PP go to the 50 that are actually doing the hauling, then there could be a multiplier based on Asso-hauling rank for the good and another multiplier for individual rank.
Also, if the neighboring city has 200 active haulers and 50 idiots, those 200 will be getting 95% of that PP-pool, which is then a considerably smaller piece of the pie compared to the other city that has 50 haulers active haulers, since 1/50th of 95% is 4 times higher than 1/200th of 95%.
So let's say the first good gives 50.000 total PP,
and one player hauls 1/50th, his base PP is 1000.
Let's say he is ranked 1 in his asso and his asso has hauled the most and that the multiplier for top slot on each is 2.
Then he gets 1000*2*2=4000.
One of the bad players or one who is just running around touching the good takes 16 tonnes out of 200.000 or something, his asso is ranked worse than 5th and he is outside the top 50 individual haulers giving no bonus. 16/200.000 <1%, he gets 1 PP
For each good there should still be a climb of the PP-pool though.
This rewards better players and associations and removes the shenanigans around with BS-loads during EG.
This would mean that in these "alliances" that rype is talking about above, it's no longer just about making as many allies as possible, but also about getting quality allies.