Well Aries, how do you explain the current diminished state of the game... oh you can't. You keep attempting to by attacking common sense. It amazes me how you're arguing with people who can see clearly the stark contrasts from then til now who have been here longer than your present incarnation.
But I'll play ball.
1. War College - A system similar to game levels
Really, because war levels are a stunning improvement backed by any data that supports that position? We should task resources and engineers to code a similar concept that has clearly failed in every aspect... Try again.
2. Battlegrounds - Real player PvP fought over a neutral ground.
Similar to a battle royale world suggested by myself many years ago. The devs liked the concept, but rejected this idea because it would have to be coded and they weren't sure enough players would be interested to justify undertaking such a task.
More importantly, it would take away from war within the game. War in the game is important. It provides substance and history. A reason to log in, to read the news, to come to chat, to promote and interact within federations. By replacing this with a system with no consequences, it diminishes the overall benefits of war brings to the game. (Note, assuming forces for warring are even and not based on arbitrary levels, I'd easily kick your ass all over that "arena" *facts* exactly why it wasn't introduced, made this point a while ago as well. You don't really "want it".)
3. Natural Resources -
Albeit interesting, a menial and pointless coding task, creating new subsets of problems for coders and devs in terms of balance and watching mega players dominate those resources, widening the gap between players who have tons of resources and those just starting the game hoping to compete. Similar to the notion, the rich getting richer and the poor stay that way. Easily a non-starter. Assuming these resources would be balanced for everyone's benefit, they again become really pointless and add very little to the game. Perhaps there is some benefit to this addition after much discussion and trial and error, but it isn't the easiest path toward achieving the goal of "restoring the game". An idea better suited for a different outcome.
4. Total War/All-Out War - A system to spark fed/large wars.
Is this a joke? The main reason war levels and added protections were introduced was allegedly econ players being swept into wars and conflicts by war mongers they otherwise had no interest in participating in. This idea limits the ability of players playing econ and war to have an opportunity to represent a federation despite their style of gameplay. We are goin gback to player satisfaction and giving choices to players, not forcing anything on them. This limits that and has been identified by scores of players present and gone as a primary factor in putting them off to the game.
5. The War World - Remove war level protection for all Fearless Blue countries. Only 21 day protection applies here.
OMG... its like you want to agree with everyone and just let it be how it used to be. No $#!7! Who would've thunk it?
6. Gold Coin War Protection - Increase the cost of gold-coin purchased protection ....
Um... why? Becuase you don't like the price? How is the game supposed to know when each individual player has an emergency, or a vacation, or any other legitimate reason to protect their assets? Why can they simply be offered the choice to never participate in a war game they don't wish to indulge? Again, you are micro managing everyone else's decisions and style of play based on your own whims. Make it so expensive so that only players like you and I can afford it, while the new and not so profitable player's assets are swept aside? This makes sense how? Are we trying to bring players in or chase them away.
You have to do better...