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1) What you believe the problem is - large alliances taking over. We need a system change to reduce the benefits of coordinating outside of your province. The most valuable asset in a conflict is kingdoms. It’s not having solid strategy and coordination with your province. It’s not running an efficient kingdom. It’s having a mega alliance. Players aren’t going to just stop forming alliances of groups of 10+ people.
2) A thorough discussion of what you believe the solutions are - I see a couple possible solutions.
First idea. Remove retaliations. I know. It’s crazy. I hated the idea at first. Easy to code. This removes the benefit of finding others to hit someone before you take your retaliation. It takes away getting hit 3 times before your army gets home when you do make an attack. Going back through attacks on me this round, once has the pre for a retal been by someone in their province. Removing retals removes a lot of the risk of making attacks.
Second idea. Retals give retals again and retals can only be taken if someone from your province was the kingdom that put the defending kingdom in protection. This will enable bloody feuds between two provinces and act as a deterrent to bringing in others. Can’t take that retal if another prov makes the pre. This has some downsides. Like making hits and then hiding in protection by getting someone from another province to hit you. To combat that I would like to introduce the Thardferr Honor Committee, THC for short. THC will examine reports of activity unbecoming of the spirit of war. Devs should not be part of this. Stay focused on developing a great game that is easy to learn and hard to win.
3) Forward thinking about how such a change might influence the game on both a small and larger scale would be very useful - yeah I typed this out on mobile while in a very important business meeting. I’m done thinking. Poke holes ya filthy animals.