I have refrained from reading and posting anything truly serious in this thread, because I knew that making any one point would be pointless and whatever "solution" comes out of this would be tangent to the problem. But you are taking way too long with nothing, which will change nothing.
I will speed things up by showing you what this thread should look like in one post:
What is the problem?
- Players complain something is out of whack.
Is this superficial or profound?
- Superficial.
What motives them then?
- Possibilities include the conditions of war, the damage war inflicts, the loss of the country or the time spent warring.
These are profound causes. Which one is the most serious?
- From my knowledge and historical evidence, the loss of the object of their admiration and/or result of their labour. Losing something that is dear is always hard.
Are the others relevant?
-Only in the matter in which they damage the object.
Should we discuss them?
-Later on they will be inevitably discussed.
As so, how can we resolve that one profound reason? (Note this is the goal.)
- Well, Willy, this is where the infinitely variable and exponentiated function of life gains infinite solutions... (in practice a lie, for future reference)
We have to cut our solutions to those that are in line with the rest of the system and the playerbase. More so, the solutions have to address what is needed and not what is wanted.
1. Remove war completely.
This is on the end of the spectrum.
To two other dimensions of the game, economics and politics, this will cause a bit of a hiccup. To economics, it is ignorable. Six thousand weapon corps among 500 000 mean nothing. To politics, it would be a federation killer and disable the unused Council resolutions. For the rest of the game, the number of GCs would no longer be drained towards WP as well. For players, they would have to look elsewhere for recognition and brag rights. This option doesn't respect what is already built, but it goes in line with the majority of the players' habits and for games where there is some serious, personal building.
2. No war can be won.
For people who just love to war this is perfect.
They can shoot day and night... so you better put a limit on how long the wars last and follow them by a grace period. The point of these wars will be to damage the country: population, state corps, show disrespect, keep him from developing further, political maneuvers, et cetera. It may also be to gain prestige, so a nice list to show my conquests would be nice. A top 10 on the world pages would be nice too. You might want to reduce the damage nuclear weapons inflict as well. Players who are nuked sky-high may still complain loudly, if the (relative) cost of the population is high.
3. War and peaceful mode.
A crowd pleasure. You want to war. I want to war. He doesn't want to war? Let us war just the two of us then.
Players shouldn't be able to pick their wars to avoid retribution, but they should be not dragged into something they have no interest in. If a faction of the playerbase wishes not to war, by God! give them what they want! What you have been doing for years is encouraging and paving the way for players to accumulate assets. Now, logically, players fear for them and they demand a primary need: security, assurance about the future - that is needed in any business.
How this would work: players would have to choose between a peaceful and a war game mode. They would be exactly the same. The only difference is that with peaceful mode you can't declare war on other players and vice-versa. To change between one and the other, you can put up some criteria and a one month transition period. I order to change to war mode on the 1st of September and I'm only able to war another player on the 1st of October. If you want to charge one more than the other, I don't care, but I don't like it.
4. Why work to war?
Let us take a look at war games throughout the game... In Civ, Popoluos, Command and Conquer, Rise of Nation, Age of Empire, Age of Mythology after thirty minutes, one hour you are ready to war. You can even edit maps to war as soon you start. There are even episodes/chapters when you can't build anything and just command your army. Now, let us look at online confrontation: in Battlefield 1943, I have always three soldiers to choose from. They are always the same whether I win 1000 times or lose 1000 times. In practice, I lose nothing (therefore I have nothing to weep over) if I die, so I really don't mind losing/dying a bunch of times. The key of these games is the extremely reduced or inexistent cost in preparing for war.
In Simcountry, you can replicate a similar scenario as so: all main countries are forced into secured mode, the leader cannot be changed and all slave countries cannot buy population over 15mil. The rest would naturally follow.
Despite not being in line with several of the current existing features in the game, this would have served perfectly five, four years ago. The arguments against this option are all the changes that have occurred since October of 2006.
As far as I can see, these are the only true four solutions you have, with possible variations, Willard, - besides the option of doing nothing. Each one of them represents a serious and meaningful step towards the resolution of this problem. You just have to choose which one of them will be the basis of the war engine.
Take notice that we are changing the war game, because the problem lies there. However, altering the other dimensions of the game can help and will be necessary. You can, for instance, increase the price of offensive weapons. It is not that it makes war more expensive that matters alone, but that it will take longer for the offender to restock as well, increasing the transaction costs of war. However, help can only come in the form of "reduce frequency of wars"; it doesn't really address the problem.
As things are, they are intolerable. All of the suggestions presented either delay or reduce the problem. If, for some godforsaken reason you prefer to insist on the current model, here is what you should do with War Protection:
Empires with war protection on at least one country - secure mode isn't war protection -, cannot declare war on another player. Once he declares war on a player country, no one country in his empire can turn on war protection. The defensive player, on the other hand, can put all the countries that aren't at war into protection.
As for all other suggestions, if it in practice reduces the frequency of war, I say yes. If otherwise, I say no.