1. Purchased war protection is too inexpensive and too timely.
-Too inexpensive. Players would pay for year-round war protection. It was, and is, simply cheaper than paying for defense. In an environment where leaving it up is almost a "no-brainer", the price simply has to be on a level where it makes more sense to participate and count on a federation and your own force of arms rather than simply logging in here and there and purchasing a few more months of guaranteed protection.
-Too timely. Aggressive nations are given the luxury of walling off their assets with this system on the eve of a war they would start. In my opinion, this is what led to adding restrictions to strategic weapons use, where, at least, some manner of assets were in play with the offensive use of strategic weapons. There must be some system that does not allow a game mechanic with the intention of protecting assets while unavailable, like on vacation or some emergency, to instead be used for an active aggressive player to remove options for the defender.
2. Econ-players have built empires within the current game rule-set and should not be thrust into game-play they didn't sign up for, except for one exception. War level protection should exist except for on Fearless Blue, where no protections should be enforced beyond the newbie 21-days protection. Player have and continue to play on that world based on the promise described in the docs, that war restrictions are loose and players make the rules there. As we know, this is not the case.
3. Raiding as the undisputed way to raise cash didn't make sense for several reasons.
-In an environment where cash made in the game overwhelming came from raiding, it made no sense to spend time building an empire. In the end, the game encouraged an environment where there was little to fight over. Why spend time nurturing an economy in an empire when 40 minutes of raiding could yield $40 trillion? This simply made no sense with the game's investment in a complex economic system and the promise of powerful empires being the game standard.
-There must be a balance and room to gain assets in econ and war. Overall, this balance is pretty good now. An incredible head start can be achieved in war against the computer, as detailed in my "Path of a Warrior" guide in the beginners forum. However, the game now smartly has limits on assets that can be squeezed from mostly defenseless computer countries, transitioning the player to need to find some economic base for long-term play. Proper incentive exists to participate in both raiding and econ, though I have said, and offered suggestions, to make actual PvP play more lucrative, as it seems the natural progression for players who have cut their teeth against the computer.
Address these issues, and I am on board. I would be interested to see other fully thought out ideas to incentivize actual PvP play. My ideas for War College and Battlegrounds have been available on the suggestions forum for some time and have no comparable peer in this area.