Here you go, some ideas to discourage bottom feeding, discuss!
💥 Attack Penalty Based on Strength Gap
For each 1% the attacker’s Kingdom Strength exceeds the defender’s, apply:
-1% penalty to total attack power
+1% increase in attacker casualties
Example: If a 10,000 KS player attacks a 5,100 KS player (49% gap), they’d suffer -49% damage and +49% casualties.
⚖️ Reduced Rewards Against Weaker Kingdoms
Scale down spoils/land gains if the defender’s KS is below 50-80% of the attacker’s.
Use a soft scaling system so rewards taper rather than vanish completely.
Example: Spoils reduced to 60% if the target is at 60% KS, instead of losing 10 lands you might only lose 6 lands.
🏰 Castle Shielding for Low KS Targets
If a defender is significantly weaker (e.g., <60% KS of attacker), apply a castle shield effect:
Temporary +X% defense bonus.
No castle loss possible in the attack.
Helps smaller players keep their footing and not lose key infrastructure.
🧠 Morale Blowback on Overpowering
If you attack a kingdom more than 40% weaker than you, you suffer morale loss due to dishonorable conduct.
Could even trigger negative events like troop desertion if spammed.
Crime increase +10 for X hours.
🏅 Honor System / Fame Penalty
Introduce an honor/fame system:
Gain fame for fighting equals or stronger.
Lose fame for attacking much smaller kingdoms.
Fame affects troop training rates, troop att/def, or ally interactions (disable aid/trade, etc).
🛡️ Retaliation Buffs / Revenge Mode
When a weaker kingdom is attacked by a stronger one, grant a temporary buff:
+X% defense for next battle.
+X% attack for next battle.
🧲 Anti-Bottomfeed Cooldown
Track recent attacks:
If a player attacks a kingdom that is much weaker than them, they enter a “Dishonorable Cooldown” with:
Slower general returning.
Slower troop training.
Reduced wizard regen.
Increased building costs.
🏥 Improved Medical Center Efficiency
Change: Reduce the land-to-building ratio required for max healing from 2:1 to 1:1.