Following up trupheus suggestions. (Sharing his sentiment that it should be a province game rather than political one. Gameplay would more balanced and welcoming for new and lone players)

  1. Stop ability to send aid outside your province. (Use the marked for that not a multi)
  2. Pre only valid when an attack is made by a province team mate. ( take the relevance of too many provinces joining together and destroying gameplay joy)
  3. Friendly spells to be limited in being casted on province members. ( Use the market for that not a multi)
  4. Province kingdoms cannot attack each other. (Avoid castle passing)

Just some lines of thought. Feel free to ignore 😌

    Konkistador im liking 1, 3, 4. That certainly would help make provinces great again, and help scuttle some toxic play style. We should poll these.

      Konkistador Great ideas.

      I also dont dislike 2 but i dont know how you can handle this. Lets say A hits you. Is he in protection for everyone besides your province mates?

      I only see that happening if there is a war system where you could join as a province vs other province and you'll play in a bubble.

      Xliest

      Konkistador I think these ideas are pretty great and support a cohesive playing environment

        There are so many change ideas flying around these boards right now I can’t even keep up with it all.

          AdinTheDark I'm ready for a real round normal speed so we can really see where we are. If course some people cannot handle a single failure and will bitch immediately..mmmy bad! Others just jerking away that they lost their eyesight.

          If there was a public politic system for naps, there could also be a public political system for war too. Declare war, have a prep day to stockpile, build or recruit allies if underpowered. Attacking outside warring provinces is nerfed, attacking warring provinces if not affiliated is nerfed.

          Balancing for public war if one province is drastically larger than the other where individual kingdoms are recruited to the underdogs side up to a limit of total land or KS. Cool down period after a war. Just spitballin here

            Sayer I love the sound of the idea, but like most of our ideas, they're too easily abused.

            Imagine 2 provinces that are in an alliance "Declare War" and now anyone outside of the "War" has their attacks nerfed? Then all they do is not attack each other.

            To me, that's boring to not attack, or to create these super alliances, but they happen every time. And if you give some people the chance, they will find ways to abuse any system.

              Nolio there would definitely need to be safeguards to prevent abuse... Like limit it to 1 week and require a threshold of casualties, if neither side met then there would be dire consequences - like the god of war pays them a visit and destroys half of all their buildings and armies lol

                Lord Thane I love ideas like that. Something like, if you haven't made an attack in 30 hours, Half your army abandons you

                  Nolio I love ideas like that. Something like, if you haven't made an attack in 30 hours, Half your army abandons you

                  I've had this exact thought since the CTA days and my thought process that shoots it down is this.

                  What constitutes an attack? Taking a castle? Ok I will hit someone with 0 troops home and only send 50 to win. Sending 100 militia on QR at a friend who won't take the retal?

                  • Edited

                  Lord Thane

                  Well toxic according to who? I find it toxic to line up to attack a kingdom at the same tick. Kills the casual gameplay. We have work to do, kids to attend to, etc. Basically life. But in thardferr you miss 5 minutes of not refreshing you may be done for the day or few days.

                  Here is another suggestion from me and it absolutely needs to be in the game since the old game.

                  When a kingdom defends an attack losing troops worth 25% of defense power of his fighting units, it can't be attacked again at least for 2 ticks. Can't be 1 tick. Retals can bypass this. Protection time can be extended to max. 5 ticks for every 10% more.

                  If it is possible for me to get attacked 3 times in same tick (2 defend + 1 loss) it means i faced a much bigger army in total for the specific tick. Should've lost it on the first attack because remaining offenser units are much bigger than my defender units after the first battle. But game just don't know that. KS updates after tick, so can't benefit from KS penalties either.

                  And that my friends i call abusing the system.

                    AdinTheDark There are so many change ideas flying around these boards right now I can’t even keep up with it all.

                    Less than half of the ideas that run through my head make it onto the forum.

                    Leo I thought a few times about something we could do for gangbangs. Maybe when you get hit once you get a 10% buff for a few ticks, second hit get a 20% buff for a few more ticks, 3rd hit get protection for a few ticks (bypassable via retal). It's not totally shutting down attacks, but discouraging GBs.

                      Lord Thane so without gangbangs how are lower kingdoms suppose to fight bigger ones?
                      i can barely keep my military alive when getting hit by people double my ks.

                        Nolio Declared war could limit factors making it not worth exploiting for farming. 50% resource production and no access to market or something to make attrition a key element to war. That could add a lot of strategy elements when warring as a single race or make it so Lithar provinces needed to piece races of kingdoms together to fill different purposes. Winning side could keep lands conquered but also get a spoils of war bonus via extra land/castles.

                        an idea for province wars, winner has 15% of castles and land of the losing province distributed across the province. winner is which province gained the most KS or lost the least KS (I see outcomes where both provinces drop KS, winner is the smaller loser).

                        for the war itself, the provinces are put in a wormhole that isolates them from outside influence (aid, spells, attacks, defends) any wins/losses inside the wormhole only happen there. at the end of the war, both provinces exit and the winner gets the bounty based on pre wormhole snapshot.

                        • Edited

                        DougEfresh

                        By doing the same thing but with 2 ticks intervals.

                        I would also love to see something like a bonus of land is discovered by the warring provinces at the end of it all. Along the lines of, anyone who attacked and won land gets a bonus when all is said and done, even if your province lost the fight. Not a lot of land, but just another small incentive. This way more land is brought into the game and encourages more wars.