the money itself isn't enough. i've seen people pay hundreds of dollars, just to keep up with me.
as far as country resources go. that is, limiting resources to the point that not every one can mine everything...
their will always have to be a stop gap measure, to prevent the economy of any given planet from just collapsing. and abusing newbs, or non-combatants from economic woes that they didn't instigate.
so the consept of "monopolies," "cartels," and limited resources, aren't going to be strong enough to encourage more wars. as the negative effects of a poor resource country, would have be to some what limited, to encourage people to continue to PAY.
country resources are a great idea, and should be implemented. but they can't really offer them strict enough to force resource gathering wars. ie a small carrot on a long stick.
in the past, war levels where added, so that no one would be forced into an unwanted war. but most the interaction of the past, was force fed by the need for protection. the GM are more and more tying score, and game awards to war levels, and lack of war protection. creating an incentive for the players that want to compete at a higher level, to seek allies.
The problem is, the Spark, is gone. that is, the excitement, that ignites more excitement, to blaze into more excitement, because we have people that want excitement. winning a war against an evenly matched opponent, cost more than you'll ever get back. the only ones that seem to be able to afford the drama, are the ones that hide behind protection, effectively ignoring the entire concept of a country building game. and then the rule changes... its amazing, in a bad way. It often times seems to me that the GM don't really want anything to ever happen.