At the risk of being called a necro lord, I really want to revive this thread. As per the conversation between Aries and Whiteboy. Not the tangent the last few posts got into.
Unit Simplicity. Having a factor increase is definitely an improvement over the other suggestions I've seen advocating an unlimited number, or one so high as to be the same thing. I think the echelon attack as suggested by another player is superior to this suggestion, however. If this is accompanied by a change in how war levels can be used to determine who can be attacked via war levels, I would support it. It's too easy to reach the current war levels that remove protection, - I think that is a perception that matters. Personally, I'd like to see two different war levels. One for PvE, and one for PvP - and have the second category dictate who can attack who.
Countries not Paintable - this needs to be fixed ASAP. Failure to do so by the GM's is in effect handing long term players who know of these locations an unloseable country. This problem is well over a decade old. It's time.
Defensive Fortications over 150. Regardless of how they got there. (via contracts was stated as an issued to be put on improvements to the war engine on June 2015.) Defensive fortications should have war damage each, of the max divided by 150. Defensive Fortifications over 150 should not be allowed. Allowing them to be built over the maximum allows Zones of Control, which are not breached until the fortifications are destroyed. If the GM's desire a slower game pace in PvP, this can be addressed elsewhere.
Player Power Rankings. I think this would be a great replacement for war level ranking in determing PvP. By all means, keep the levels for GC awards. But add this in as a determination of who can be attacked rather then an arbitrary number which has no relation to any skill set. The rule was changed to promote more PvP, and it has failed disastrously. Time to try something else. Going by power ranking would ensure more equal contests - and perhaps remove the fear of either having to risk losing everything within a few days of start, to the humiliation of being forced to being protected by a small handful of plaayers, who have donated their time and effort to doing the GM's job. While these players deserve our utmost respect and thanks, we simply have no guarantee that this will continue. I'd like to see a double power ranking stat. Per world, and across all worlds.
War College. A lot of games have a quest type system that helps you learn the skills to play the game. I think this is similar, and a good idea. I think the system should be open to all players, not just premium members (with the exception of any goals that specifically require membership, such as taking over a third country.) I think that any advancement in war levels that occur during this training should receive the award as they are earned. Not at the end. I am not sure why a player would forfeit war level protection upon completing the course of instruction. Any awards for the completion of specific events should be tied to both the difficulty of the task, with an eye towards the new player benefits upon log on. I think it is similar. They should be waited toward PvP. Extra units or ammunition, weapon or ammo quality upgrades, perhaps some small populations of low level workers or managers.
Battlegrounds. No country gain at the end. A grace period given to remove assets etc. Selection of Country. Any unpaintable country can be chosen as a Battleground. This would remove it from the player base entirely, as it seems the GM's cannot do so. Instead of having to completely reduce the war index, it need only be reduced to it's maximum capacity. Award more then 10 trillion to make up for the loss of owning the country afterward. Remove the war college degree requirement. If a limit is desired, input a war level or power ranking requirement instead. (and please keep at least one open for us lowbies.)
Natural Resources - I think it's a great idea. Perhaps a two tiered system. Renewable and non-renewable. For the renewable, perhaps a bonus for production etc of certain products or in their quality. For non-renewable, a finite supply. This affects both PvE and PvP. I see no reason to tie war level or protection into this as a requirement. Unless we are stating that this asset can be seized and moved. I'm failing to see why war protection is tied into this as well. This would greatly be to the detriment of Econ only players.
Total War: I tied myself in knots on this the last time I was in SimCountry. Discretion is the better part of valor, and I chose not to make a fool of myself again.
The point I made about using Power Rankings as a determinant instead of war levels goes along with a bit of what Whiteboy said. Games created more worlds, power structures etc to keep the established players happy, while keeping space to entertain the newer/casual player. A lot of things that affect one side, affect the other disproprotinately.
If the community hasn't noticed, I am a little bit of a curmudgeon. I hereby apologize for any offense I have caused or may cause in my posts. My heart is pure, even when my tongue isn't.
Cordially yours,
MNey