Other than an orange-colored root people eat as a vegetable, a carrot is a reward used as a means of persuasion or motivation. In Simcountry, players are motivated to run successful countries to earn sim-cash. They are motivated to increase their score to earn gold coins as a part of rankings, and so on. Imagine if the game rules were changed and all CEO profits were surrendered to the game. Other than the out-pour we would experience on the forum, we would see less player concern with running successful enterprises.
What's a Stick?
Other than the "woody" piece of a tree, a stick is also the punishment or threat of punishment to force compliance or cooperation. A Simcountry example are the rules that force us to maintain some level of financial state in countries or they will be released back to a c3. Maintaining proper defenses offer no financial incentives but prevent the possibility of losing your country to war, is another example of compliance.
The War Game. Why we used to war.
The war game offers the potential to assume the assets of another player's country. This led to several different game dynamics. One is that players would see a need to be part of a federation that can protect them and in turn they would contribute to the group's overall defense. Another is that powerful players learned they could easily defeat newer war players and assume their assets for little risk.
Personally, I decided I was not interested in pushing around newer war players. However, since I made enemies that did attack newer war players many of my early conflicts were against what some called "game bullies". It was not necessarily something I did because I was a nice guy but it was in my interest to prevent my enemies from easily gaining resources (stick) and gave me the opportunity to make new allies (carrot).
The Current State of the War Game.
The war game is currently ailing because of the lack both of a carrot and stick. I believe the problem starts with the rewards side. There is nothing you can possibly gain from a pvp war that it is not possible to earn somewhere else. In addition, though you can earn gold coins from running a successful country, CEO, gaining game levels, and even warring a c3, for all its risks, you cannot earn gold coins from warring a player.
Good or bad, the limitations of war levels, in particular, have all but removed what some war player saw as the rewards on the war game, namely the ability of looting less capable war players. Even the world where the risks and rewards of the war game were supposed to be pronounced has seen many of the top rankings and even the Hall of Fame populated by players of insufficient war level to even experience the war game.
How do we fix the war game?
It is astounding to me that, in some corners, there are still calls that war is too expensive and if we only lower its costs we would see a much more involved and competitive war game. On another thread, I detailed 20, yes 20, different game updates that involved lowering costs of weapons, ammo, or made other changes to lower the costs of war since November, 2012. This has not been successful in reinvigorating the war game, which has only continued a decline since then. Until there are changes to the carrot or stick side of the war game, there will be only very limited application of this important aspect of the game.