John Galt,
We both have the same goal. To Simcountry grow and thrive, with more players, more connection and cooperation.
I just wish the proposed method wasn't so toxic. Being attacked makes people angry. Yes, the desire for revenge makes them work together. In the same way that living in prison, encourages people to join gangs to keep them safe, and hurt their enemies.
It drives interaction, but in the worst possible way. A structure built around mutual distrust and warfare, isn't going to lead to a healthy community. Yes, it may lead to an 'active' player base. But if that activity is just finding more aggressive ways to destroy each other. I'm not sure that actually makes the game better.
I've played such games before, and yes, I admit they were usually more 'active'. However, that activity was... toxic.
Just like in Simcountry, effective defense required offense, so, being online was necessary to protect yourself. Naturally, people can't be online 24/7. So the art of discovering when people 'couldn't' be online, and attacking them then, became widespread.
People would track when other players had gone to bed. Attacking them each night, till they got so sleep deprived, that they didn't get back up to login to protect themselves. Only to find what they had built destroyed the next day.
I used to lead groups in such games. There was constant horrendous suspicion towards everyone. "Is that player leaking information to our enemies", "Are they the spy", "how did they know when we would be offline, someone must have betrayed us". Friendships were ruined by the constant second guessing and suspicion it created.
Perhaps the most insidious thing that happened, was how I had to constantly teach my group not to share information, not to talk to people, not to talk about their lives... why?
Well, as I mentioned earlier, attacking when people can't be online is key. If they know your time zone, they know when you might need to sleep. If they know your job, they know when you'll be at work. Perhaps most disgustingly. People would sometimes hear about family tragedies or events, and exploit that to their advantage. People were attacked, when rival groups found out they were going to the funerals of family members, or looking after their wives that had just miscarried and nearly died in childbirth.
They were regular people when they started, but the constant onslaught, and need to get on top in the fight, brought out the worst in everyone. In the end, I just had to get away. I uninstalled the game, and have never talked to anyone I played it with since.
It would be truly horrible, to have to watch Simcountry dragged into the same fate. I love this game. I enjoy discovering it's deep mechanics with other players. I don't want to have that ruined by the toxicity of hostile competitive warfare.