I'll quote Rudder to kick off:
I want to make it clear that I'm fine with the only viable strategy being war. This is a war game. We don't want HPR. But I think it's ridiculous that a run is grabbing a ton of land, using it, and losing it immediately you log off.No one's proposing an HPR style game. If we do revamp, my thought would be that there are too distinct stages; building up, and war. War wouldn't be mandatory - you could get through a round by just defending yourself, which would probably mean fighting at least one or two wars - but those who fought a number of successful, victorious wars and gained the spoils (land, and we should add some credit for victorious battles - use the experience system to add to NW?) would have an advantage. . . assuming they didn't wear themselves out in the fighting. It'd be a balance between expansion and maintaining power, just like in real empire building.
But, yeah, that'd be a lot of work, and might not work without totally remaking what this game is. So if we don't want to go that route, that's cool.
In terms of what we do otherwise. . . I'm somewhat hesitant to just slightly modify land flow. I do NOT want to see increased defensive bonuses, or, just as bad, increased troop losses. Troop losses are obscene beyond all proportion right now, for the attacker - it may be necessary for balance, but it's ridiculous. In either case, it becomes too easy to lock land. Sure, having an emperor to fight is good, but making him impossible to beat is not.
As far as reducing land flow by cutting land gains, well, we did that. It overpowers spies beyond all measure. If we nerfed spies across the board in terms of production, we could balance them with casher/farmer, but indies seem to come out a little on the weak side. Long-term buildings are cool, but they raise the issue of how they are protected/taken/destroyed. It might be workable, but we'd have to be careful.
Here are my ideas, in decreasing order of importance:
- Nerf turns. If you get 100 turns per day instead of 500, you simply can't grab a lot of land at the beginning of your run. Nerfing turns also makes the game harder. Presto, slower land flow without changing a jot of the game dynamics. Also cut the turn bank to a small amount or scrap it entirely.
- Nerf the private market. If you want an army, build it. Cash is not king.
- Up building times and building costs. If it takes more effort to reconfigure or put gained land to good use, attacks become less productive and more rude.
- Decrease troop losses. If fewer troops are lost, not only does attack become easier, but so does defence.
- Up the aid limits. You should be able to send more aid more often. Ideally get rid of aid limits entirely.
- Increase specialisation. Nerf HPR strats, especially mages. Mage scout is OK, but kill mage food/cash production, or really weaken them. Full maging should not be a viable strat, at most useful for bare survival if outside a team. Within a team, a mager would be a useful asset. Make sure cashers can't survive alone.
Thoughts please.


