I've hesitated to respond here because it doesn't seem like you understand my point about how going up in war levels makes it more difficult for you to fight other players. I guess no one fights much anyways these days, but there are a number of reasons for that. I'll try again to comment on some war level challenges (from my point of view). War levels are less of an issue on FB, but most of your players aren't there, so I'll leave that topic alone for now. This will be a long response - so I thank you for the audience in advance.
<!-Quote-!>Quote:What I said is that you will be able to increase the size of your empire to 5 countries, fighting on at level 3.
Once you have five, you can reduce the empire to 4 and fight again at wl3.
this is giving you the option of fighting at war level 3 for ever and the flexibility of where you want to have your country.
If you want to have 10 countries in the empire, it has a higher complexity level, you can do the same, have country 6-10 while fighting at wl 4.
then continue at war level 4, while reducing the empire size to 9 and having the flexibility to conquer countries for strategic reasons.<!-/Quote-!>
I'll start by commenting on your idea. This proposal you made would be an improvement on the current system. 100%. Right now, the system is very unforgiving in terms of you wanting to move around at all, practice at all, test tactics, and so forth. Right now, if you win once, the next time you fight IS ALWAYS harder, is always more clicks, and is always more expensive. The tactics to win remain exactly the same. The next level is just... longer and costlier? Do you think that is the fun all players want? Just asking. This system doesn't exactly motivate players to build empires - and players who do build empires are ones who are more likely to stick around in my opinion, so making that easier would be a good thing. Ideally, you could even have War Level 5 up to 15 countries, War Level 6 up to 20 as well. Make it a little easier for players to PLAY the game in the way they see fit. One question - if a player achieves war level 10, would they have the OPTION to fight at war level 3 if they only have 3 countries? If so, then your proposal is a very good idea.
Next, I'll talk about how the current system limits mobility. I have a scenario for you. If war breaks out on planets besides FB, what happens if the guy who's attacking your federation is on the other side of the planet from where you are? The system currently used REQUIRES me to do one of three things. I could have a navy to go shoot with (navies are expensive and generally are not a great option for this), fight and win a war against the computer, permanently raising my war level (in order to fight a player), or that I need to pay you 3 dollars for another country to get range on them? This tilts the field for players toward having to buy another country - and one they'll just throw away in a couple weeks. However, if I'm at war level 3, I can much MUCH much MUCH more easily take a couple of c3s to get near this attacker or near my ally to help. What if I make it to war level 10 in this scenario? It's so much more costly in game cash and in real life time for me to move across the world to get nearby this theoretical player than it would be if I was war level 3. What this means is that I probably won't. I won't waste time and resources fighting a war level 11 c3, I won't spend time in the game dealing with this issue to help my ally. I've already paid for gold coins to just to have registration in the game - I am very unlikely to instead spend gold coins on a throw away country. This is why I will never go up in war level on FB unless I truly need to help a country survive urgently. Because I'll be war level 3, I'll be able to get there as quickly and cheaply as possible to defend my or my allies' assets that we've spent so much time building.
Additionally, the way the current system plays out is quite monetized. If you go up to higher war levels, it becomes more and more expensive to fight against c3s. Many/most players are not particularly good at making money, so it could take them weeks to make enough cash to take on the next level, even at low levels. This is especially true of the new players who the game needs to retain. Who waits around for weeks to be able to continue to play a game? Do you expect players to spend a lot of gold coins on game cash? Buying a premium membership only covers gold coins for REGISTRATION for one year. If you buy a game on steam, you can play that game forever. Players shouldn't HAVE to spend gold coins on cash, spend gold coins to expand, and so forth. It's a deterrent for players - and makes it an easier decision for some to leave or to not go premium. You say it's "no disaster" to spend 30 gold coins on a new country. That's the equivalent of one month of playing the game for an empire or an enterprise. That is absolutely a disaster. There's no comparison for some players. You'd rather have registration than a 14 mil pop country. The option to buy countries and cash is great, but making it THE way to expand is bad. What yearly budget do you think the majority of players have for simcountry?
I also do not find fighting against c3s to be that interesting or enjoyable once you've done it once or twice. They're static and just take a bunch of clicking and usage of ammo and weapons to defeat. They absolutely have their place in the game, and giving rewards to players for going up in war level is a good thing. The fact that this is the only system right now though is not good. It just makes it more difficult for players to expand, to keep playing the game, and seems like an arbitrary limitation. Your game needs more engagement, not more hurdles and more $ costs.
In the past, players took c3s for reasons other than expansion, and this helped them have fun. These other reasons (raiding for workers, raiding for small amounts of cash, jumping around to set up countries near allies without paying real life cash for a tiny, new country, etc.) were what many players did in the game. This is what they had fun doing, helped them improve, and why they continued to play. Players should get rewarded for playing your game. Hard work = game cash, assets, larger empires etc. You wonder why there are so few mentors left? Why are there so few players making guides? Which players do you think it was that used to populate your game chat? Well the game has much less for experienced players to do anymore besides sit on their countries and collect cash. What can you even spend the cash on? You're talking about removing weapons from CEOs, placing arbitrary limits on corporations in CEOs, so again, what to spend cash on? What is there to do in the game?
This post is not meant to say I dislike your game. I spent time writing this because I want to help. I'm just trying to point you in the direction I think can help your game by illustrating hurdles and asking questions of you.