The economy is not shrinking by any means. Over the last few years income has dramatically increased. The problem with the war game is a very complex issue.
In the past many players(myself included) blamed the war levels, but its not just the levels. I think the levels happen to be the climax of the debate and it accidentally became the "Issue".
The biggest issue the game faces is a lack of forced communication, high cost of goods for the war game, and lack military structure.
Right now for example using the GM default blueprints you need 6000 Anti Air missiles. Based you have 150 forts that's 900,000 missiles. Assuming you ONLY pay the base price($1.78M) for the missiles that's $1.6T, 330Q missiles will run you $5.3T. Factor in civilian targets, increased ammo numbers, all the other defensive missiles needed and weapons, a player is looking at 10's of trillions of dollars on the low ends.
If the GM wants to increase the war game I can offer some insight and personal opinion. These are my and some opinions of others over the last few years.
---First, is a sense of forced communication.
I'm sorry, but the fact is that a player should be vulnerable to war once they hit war level 1. I know the GM doesn't like that statement, but its true. On LU only 12 people are war level 3 or above. Changing the rules so those low level players are now vulnerable to attack would add 100 plus players to the mix and would FORCE them to find federations, seek out allies, and build some form of military. Back when I joined you had 21 days before you where able to be attacked and you had to find people. That's what a lot of vets complained about and I think that the message that got lost. Its not about the war levels as much as the now dramatically limited interactions. Less interactions lead to less engagement, less engagement leads to a smaller community. If the game is to continue to grow, the lower levels must be vulnerable to attack. Sure more can be done to protect them, Lets limit the range of war levels that can attack them, maybe add a new function where winning against a similar level moves you up, increase time before war. Fact is those we can change, but removing them from the game entirely did more hard them good. To see the game grow and increased social activity they must become vulnerable.
---Second, is costs of goods overall must be decreased.
***Andy, If you reading you guys have done amazing work lately please dont think it hasn't been noticed!***
Honestly the cost of military needs to be a fraction of what it is. I have a few ideas here me out.
---Double the production of all weapons corporations while cutting the base price in half and triple all ammunition corporations cutting the price to 1/3 its base value.
Here's my Logic, upgrade them in large increments of 20% increases at a time. Since they are so small in employee count they would be easily correctable for the GM. C3's could close them in large numbers and build other corps. Same with players and wouldn't overall kill the markets while the corps still retain profitability. Once we are half way though the process we allow war level 2 into the war game, give it some time then level one. This allows these newly introduced players to buy huge amounts of assets and much cheaper costs simulating the game and market.