Right now, wood sucks. Just completely, totally, is bad. With the upcoming merger, I think it's an opportune time to look at ways we could change that. Here are several of my ideas for how to do so:
1: Have an admin buyer. Basically just a minimum value a resource can go to, at which point the game will buy it from you. That way, when the value drops below that level, nobody will actually want to sell at any lower than that on the market and will sell at slightly higher. It may make it a little harder to buy, but at the moment the market is flooded with wood anyways and plenty of people will want to gain what extra gold they can. The trick to making this work, however, is to not allow resources to be sold at barely above that level - forcing it to be a nice bit higher. This allows people a gap in which they can make profit.
For example, let's say this admin buyer buys wood at .4 gold per. If that was the case, have the lowest value wood can be sold at on the market set to .5 or .6 gold each. That way, some people will actually have a reason to want to sell on the market rather than dumping their wood off in the admin shop.
2: Bump up building requirements of wood. Each building takes a little more wood, so the value of it goes up a little. I'd say 5-10% more wood cost would be appropriate.
3: Add a new building, a healer's hut or apothecary center. You can upgrade this building to reduce healing times of units, but in order to actively use their services you have to provide resources of all kinds, with a significant focus on wood. This would give players using combat a significant reason to use more wood, provide a little extra income for the city builders out there, and reduce healing times overall. Everyone's a little more happy.
4: Caravans. With these, you could send anything you wanted directly to other players (no market transactions necessary), but it would take some wood to construct the wagons.