The number of clicking does not have to reduce the number of targets if you reduce the required number of clicking per target. Hence, it even enables the possibility to increase the number of targets without increasing the number of clicking. Considering extra clicking as desirable because it prevents behavior that is a core element of the game is a counterproductive mentality when trying to improve playability of the game that is way too inefficient due the fact it stems from an 2002 user interface.
If you want war to be not so easy, make sure players have decent defenses. Why dont they have it now?
1 Complexity. And partly as a result of that lack of knowledge.
2 The high amount of effort it requires, aggravated by the inefficient UI.
3 The combination of the 2 above.
And as a result of that many new players just quit. Especially when getting stuck at war or just plain wiped off.
I really believe the game needs to dumb down. Currently it is just not intuitive, the documentation is limited and overwhelming at the same time. Organizing an army is complex and how to use your army as a beginner is a mystery.
I started in September 2021. I had to read on the forum, after extensive searching, that you need air wings as a basic defense. That you actually have to garrison targets. That you need Q300+, while starters are given an interceptor wing Q120 at start. I figured out myself that I need to produce ammo myself, because with current shortages, it takes ages to execute. -XX- How patient are most players? -XX- Producing ammo yourself also requires Q300/330. You need supplies of Q215/220 for that. -XX- Lower than Q220 and end-quality is bad plus higher/lower than Q220 makes profitability tank. Imo this doesnt add depth, only mystery for the unknown in favor of the known/experienced. -XX- I could go on and on. The amount of effort I had to take, and the unstructured way I gathered this information, makes 95% just quit. And even then I had tons of questions, that EO answered for me.
I also got a starter country on KB, a relatively deserted planet, with 16m pop and 70ish education and health indexes. Its very hard for a beginner to turn these countries around due the negative spiral they are in. Lack of education > lack of teachers > lack of education, and lack of welfare, low profit, etc. I later learned this are freshly resetted countries and best is to deregister them and pick one with 20m pop and good indexes, which are also present in high amounts. Why do these bad C3s even exist and why are they given to starters? For years now. Same for enterprise builds. You need to avoid these countries to build your corporations in as an enterprise, otherwise your corporations have very low hiring. Look around at enterprises. Many do not know. I found this out by accident/observing that this was the reason the hiring was really bad. Please just make these countries vanish. And when done, dont let me click/search plenty to queue 1 corporations at my enterprise. I want my corporation in a random C3 without bad indexes (or available within 1 week, because that means bad indexes in couple of days).
For example:
I click -XX- I want to build High Tech Services in a C3 -XX-
How many?
I type/adjust -XX- 12 -XX- from the preset 1.
I click -XX- Build. -XX-
Boom it queues 12 High Tech Services corporations in 12 random C3s with good indexes.
A recent update was that the max price of natural resource corporations was increased, because players unfortunately failed to recognize the value of these corporations. I fail to understand what upping the max price will do to address this issue. Wouldnt it be more effective that when a C3 country is assigned to a new player, is being resetted with 20m pop, good indexes and lets say 10 natural resource corporations, with supplies at Q215? Dumb down, do it for them. Not knowing doesnt add depth, only mystery. And upping the max price does not up the level of knowledge of the unknown. Ironically the ones who already knew profits from this update. Btw I sometimes see swings in monthly profits, even after observing several variables as unchanged, for reasons i cant grasp.
Many new players build too many new corporations resulting in a lack of workers, because they do not know. Long time ago the queue was limited to 10 for this. Again, I fail to understand how this limitation is addressing the issue. It only results in more micromanagement and is ineffective in resolving the problem. A bad trade-off therefore. Upping the queue from 10 to 18 helps a bit demping the micromanagement, but better would be to remove the limit (or up to 50) and just deny a build request when lack of workers is present. Or give them a popup so they learn better. Give them info popups when lack of workers are present which explains the situation and how to resolve. Experienced players can uncheck these info boxes at settings/automation/whatever.
I suggested dumbing down the game on Discord and the response I got was -XX- many players like the complexity of the game -XX-. Well, to some extent, so do I, but if you have 5 (potential) paying members, of which 1 likes the complexity, and 4 quits due the complexity, but with a dumbed down game 4 or 5 would stay, dumbing down the game would be worth considering.
I believe the war game should be fundamentally changed. How precise, I do not know. But please consider this. Building up a country takes high amount of effort, partly as explained above. When you have 2 paying members going to war against each other, the most likely outcome is that 1 kills off the other, resulting in 1 less paying member. The winner becomes stronger, because in this game, winner takes most and loser takes nothing. And the smaller (paying) members becomes relatively weaker. This does not align with a sustainable business model and imo explains the resistance of making changes to the war game in favor of the attacking player.
And yes, I do believe you have to make the war game turn based. Everything is better than considering extra clicking as desirable to discourage players from warring (aka playing the game). Also, who is going to coordinate a war at 3 am as a defender if the attackers lives in another timezone?