Foundational Concepts (My Thoughts)

I want to begin by stating that my intent is not to criticize any particular viewpoint or stance on the recently introduced "game changer." I recognize that strong emotions and pride are involved, and I truly believe that these reactions come from a place of passion—we all care deeply about this game. Many of us hold onto a sense of nostalgia, and we want to see this game revitalized and made sustainable for the future.

The thoughts I present here come from a general player's perspective—not as a coder or developer. This may come across as naive in some ways, but I hope you'll hear me out. I ask that responses to this post remain respectful, and that we avoid directing blame at any individual player or developer. Moderators, please feel free to remove this post if I’ve overstepped. My goal is to foster productive discussion and mutual understanding, not conflict. I believe every perspective offers something valuable. Let’s focus on finding balance and practicing empathy in our discourse.


Framework for Discussion
When responding or proposing changes, I encourage using the following structure:
“I” Perspective – Share your own experience or viewpoint.
Describe the Issue – What is the problem you're seeing?
Suggest a Solution – Offer a potential path forward.

Example:
I believe Monopoly has an issue with “Kingmaking.” This occurs when a losing player intentionally helps another player win, out of spite or loyalty. This undermines competitive integrity. A solution could be implementing a bidding or auction system for acquiring properties, removing the subjective element of trades.


Applying This to Thardferr

Analogy: Thardferr as a Board Game
Thardferr, like a complex board game, allows for multiple styles of play and win conditions. Some games emphasize solo optimization, while others thrive on social strategy, alliances, or betrayal. Thardferr’s appeal lies in its layers: resource management, social deduction, and long-term relationship-building.

At its core, each game session invites us to reflect: Was that fun? Would I play again? What would I do differently next time? In this way, both wins and losses can lead to growth and experimentation.


Fundamental Issue: Playing Style Disparity
I believe one core source of disagreement stems from the different play styles people bring to the game—especially passive vs. aggressive and individual vs. team-based play.

Players who log in frequently and have strong social alliances will naturally experience a different game than those who log in more casually or play more independently. These differences create friction, especially when balance changes disproportionately favor one style over another.

Related Issue: It's disheartening when solo players face repeated setbacks or are targeted by larger alliances. Constant losses, especially without time to rebuild, can lead to burnout.


Castle Loss Immunity (CLI)
I don’t believe CLI is inherently bad. It was introduced with the goal of reducing "pre-retaliation" and "castle-passing." However, it significantly alters the core incentives and risk-reward balance of the game.

Game Theory Perspective:
Castle-passing exists to minimize enemy gains, acting as a rational sacrifice. With pre-retaliation and retaliation in place, players are forced to make strategic choices. CLI disrupts this by giving attackers a buffer period, removing the immediate consequences of aggression.

Key Problem:
If a stronger kingdom attacks a weaker one, CLI shields them from retaliation. Over time, this enables the strong to grow stronger while weaker kingdoms fall further behind—especially if they don’t have allies to support them.

CLI’s Intended Effect:
Encourage more active gameplay and reduce exploitative castle-swapping.

CLI’s Unintended Consequence:
Reinforces a power imbalance where large kingdoms attack freely with little downside, while smaller kingdoms cannot effectively fight back—even in groups.


Balanced Proposal: Coexistence of Pre-Retaliation and CLI
Let’s assume three kingdoms:
Kingdom A: Strength 1000
Kingdom B: Strength 500
Kingdom C: Strength 400–800

Base Protection Time: 18 hours (adjusted for the “Transport” tech)
CLI Duration: 9 hours (half of protection)

Example Sequence:
Kingdom A attacks Kingdom B.
Kingdom B receives 18-hour protection.
Kingdom A gets 9-hour CLI.

During this time:
Kingdom A can choose to train, not train, or pass the castle (at hour 10).

  • Kingdom A might have lots of defense or none

Kingdoms B and C (etc) must decide when (or whether) to retaliate.

  • Assumption that B/C working together might have more production than A alone

This model reintroduces counterplay. The shorter CLI makes retaliation timing critical, enabling teamwork and strategy from smaller groups. It doesn’t completely neutralize large players, but it gives others a fighting chance.

Additional Suggestions / Concepts
Sliding CLI Based on Power Differential
The stronger the attacker relative to the defender, the shorter their CLI.
Example: If attacker is 2x the size, CLI is only 6 hours. If attacker is smaller, CLI might be 12 hours.
Promotes fairer risk management.


Remaining Issues:
Even with a more balanced system:
Power consolidation will still occur (strong players will often remain strong).
Larger teams naturally have advantages in coordination and support.
Gate makes timing much more difficulty and less predictable
But those dynamics are part of any social strategy game. The goal is not to eliminate them entirely—but to create a framework where underdogs have real options and skillful play can turn the tide.


Conclusion:
Thardferr is at a pivotal moment. To evolve while retaining its spirit, we need systems that allow for both individual progression and dynamic group interaction. CLI was a bold step, but now we need to fine-tune the balance so that all play styles can thrive. Let’s continue the discussion respectfully, creatively, and collaboratively.

    CyberPtra
    CLI protection has to be the entire duration or it’s pointless, delaying the pretal-retal window doesn’t make it go away. In my experience most of them happened towards the end of the retal rights, so delaying it effectively does nothing. It still keeps the balance of power entirely in the hands of those in larger numbers, and gets us right back to the place where attacking is not worth it unless you are part of the big alliance.

      skigglez
      I hear you, and I don’t disagree—your perspective is valid and appreciated. That’s why I included the discussion on play styles and their inherent limitations. You're right: delaying the pre-retal/retal window doesn’t eliminate castle-passing entirely. It just reduces the frequency and immediate impact, which was my intent with the proposed compromise—not to erase the mechanic, but to blunt its sharpest edge.

      That said, I absolutely agree that pre-retal/retal is fundamental to the team-based nature of the game. It’s a defining feature of how coordination and risk/reward dynamics play out in Thardferr.

      What concerns me with CLI as it currently exists is that it shifts the game away from that team-oriented model toward a more solo-centric experience. Once a power imbalance is established, CLI makes it extremely difficult—if not impossible—for smaller or less connected kingdoms to meaningfully push back. It’s the classic issue of scale: how does a neighborhood lemonade stand compete with a corporate giant like Walmart? Especially if these lemonade stands are prevented from working together?

      Attacking comes with inherent risks

      • A) Potential net -1 castle when attacking (non-CLI with pretal/retal))
      • B) Potential net zero castle when attacking (with-CLI)
        -- Likely +1 castle, because the defending kingdom cannot fight back.

      So I think the bigger question we need to keep asking is:
      What kind of game do we want Thardferr to be?
      Should it reward tight-knit alliances and team strategy? Or lean into individual power scaling and protection? The answer might lie somewhere in between—but we should be intentional about finding that balance.

        One question I would ask is don't people in large groups already enjoy enough benefits from their numbers without using them to crush other players?

        People in large groups already feed each other constantly (resources/castles/spells), they always have a TS on demand, always have backup, isn't that enough? Everything else in the game is already tilted in their favor so I just don't see why they also need attacking to be in their favor as well. Why shouldn't a solo player be able to progress and have a good round?

        They have zero chance of winning and are no threat to large groups at all but the fact that players from a large group can't destroy them for having the audacity to attack someone in their circle just drives people crazy for some reason

          CyberPtra
          Those that are part of the large alliance want pre-re and those that aren’t part of it don’t want it. I prefer a game where individual kingdom management matters more than how many friends you’re able to collect. Think we will not see eye to eye on that no matter how many messages we send back and forth. Best of luck to you.

            Thecatman skigglez
            I really appreciate what you're saying—and I think you're speaking to something a lot of solo or small-group players have felt for a long time. You're right: large groups already enjoy major built-in advantages—resource sharing, backup, TS on demand, coordinated defense—and those things aren’t necessarily unfair in themselves. They're part of team-based play.

            But when the game also gives them immunity through mechanics like CLI, it starts to feel like solo players aren’t just underdogs—they're completely shut out. And like you said, it's not even that these smaller players are a real threat—it’s just that they dared to act, and that alone draws overwhelming retaliation.

            This brings me back to the question I keep circling around:
            What kind of game are we playing here? Is it Monopoly? Chess? Solitaire?

            • In Monopoly, alliances shift, resources trade hands, and sometimes kingmaking happens—but everyone’s in it together until the bitter end.
            • In Chess, it's head-to-head strategy with equal starting positions, where a single smart move can change the tide.
            • In Solitaire, it’s just you, trying to optimize your decisions and survive as long as possible.

            Thardferr has always had a mix of these elements. But mechanics like CLI push it closer to Solitaire—for some players—and reinforce a monopoly-style power block for others.

            And that’s really the heart of the discussion:
            Should Thardferr reward only the strongest groups, or should it also leave space for creative underdogs, strategic plays, and small victories that feel meaningful?

            If we don’t have that balance, the game stops being strategic and starts becoming scripted. And that’s when people start leaving—not because they can’t win, but because their choices stop mattering.

              skigglez there's room for both to exist, the problem is the alliance players can't stand the thought of playing a fair game. They couldn't even try to play on an even field for 1 hour before resorting to multi abuse and crying for reform. People could have just played the game, oh well - it will be fun to test out my new excommunicado tool 🔥

                CyberPtra
                What choice can i make when 100% of the time i attack for a castle i get pre-re for 2 castles? What strategy can I employ other than just stop attacking and farm and hope the alliance doesn’t decide to crush me? When you are GUARANTEED to lose twice what you attacked for, how is that in any way strategy based? At least with CLI i would have a chance to grow without being completely ruined when attacking. And stop using the scenario that under CLI an attacker can sit under protection forever - that’s already happening because the alliance immediately castle passes and puts the attacker under protection.

                  Lord Thane
                  Although it may have been poorly executed, I believe the intent behind the recent events was to demonstrate a “kingmaking” scenario—to highlight that once a dominant power (a "Walmart") is established under the current system, it becomes nearly impossible for others to overturn them.

                  The strategy, while controversial, was likely meant to show how first-move advantage, when combined with Castle Loss Immunity (CLI) and protection mechanics, can create a runaway leader. A player or group can sit safely in protection, focus solely on growth, and never face real risk—essentially snowballing without consequences.

                  Previously, aggressive players did take on risk. Retaliation and pre-retaliation were the natural checks and balances in the game. Without those consequences, attacking becomes a one-way benefit, especially for the largest kingdoms or most coordinated groups.

                    CyberPtra
                    That situation was possible before CLI lol. He could sit in protection forever through castle passing. Thane has explained this to you dolts in multiple other threads and you still keep using that as the reason CLI is bad. If that’s your big example then you have nothing. Personally i don’t care that there’s 1 really strong guy. If that’s the sacrifice to get the game to a healthy state, sounds good to me

                    CyberPtra if you're going to feed AI to write all your replies, at least feed it all the information correctly so it doesn't puke out so much misinformation.

                    CLI didn't enable a "kingmaker" situation. The only difference it made in the end result was the fed kingdom got 6 hours more protection than if CLI didn't exist.

                    Ultimately, it's a fair strategy to employ - whether CLI exists or not. As long as the feeder kingdoms are real players. Note, since a few (willfully ignorant) people seem to misunderstand what a real player is = a player that creates a kingdom just to feed another kingdom and then quit playing the game is not a real player, that is obviously a functional multi. Which is why the l19 "kingmaker" attempt failed and will get excommunicado.

                      skigglez

                      I get where you're coming from. You're not wrong—getting pre-retaled for more than you gain feels brutal, and it punishes any attempt at being proactive. When the guaranteed outcome of attacking is losing twice, that kills the incentive to engage.

                      At the same time, I want to clarify that I’m not defending castle-passing either. Castle-passing is super annoying, especially when it's used to keep attackers in protection and avoid any consequences. But unlike CLI, castle-passing still comes with some risks—especially if it's mistimed or if attackers anticipate the move. Castle-Passing is also a way that they kingdoms have essentially pre-retaliate themselves.

                      In the blended model I proposed earlier, those risks would increase:

                      • Shorter CLI means more vulnerability to retaliation.
                      • Delayed but still active pre-retal windows introduce strategic decision points.
                      • Castle-passing isn’t eliminated, but it becomes less of a get-out-of-jail-free card.
                        -- Passed kingdom still has to overcome basic defenses built or kept (eg. 9 hour duration)

                      Using AI to clarify in some of my responses to make thoughts more concise. My thoughts are sometimes just scattered. And I want to present in a clear with less emotion. Trying to state situation from my perspective.

                      CyberPtra You are right, it's something that's going to be very difficult to balance and figure out.

                      From my perspective as a player in a smaller group the pre/re system is basically guaranteed to cap my progress throughout the round because I only have 2-3 people I can ask for help but the people we are going against have 20. There is nothing in the game that can make up those odds. The group with the +1 pretal wins, my group will get run over immediately with no recourse whatsoever.

                      BUT with CLI at least I can take the initiative and hit someone and earn protection for it, rewarding me for being aggressive and not farming. One system punishes me for attacking and the other rewards it.

                      Another reason I believe CLI to be at least worth a try is lets say there's a certain loudmouth in a big alliance that I want to take down a peg or two, which system do you think would be better for me to do that?

                      Jaxx you don't even have the balls to hit reply to anyone, just toss your trolling whiney comments out. You could try coming up with positive ideas and improvements - then your opinion could matter. As it is, we might as well boot you off the forums since you have nothing useful to contribute, and the game will develop better without your useless negativity around.

                      When will be the L19 becomes ex-communicado? I do love to get one those castles. Hahaha 😅😅😅

                        King Haybol sorry, going to have to dismiss the castles so as not to unbalance the round to whoever sees it first. The land is fair game though - just be careful not to make yourself too fat br grabbing too much when the time comes 😆

                        Lord Thane

                        I respect your thoughts and dedication to the game, and that CLI is a solution. Hence I said that the plan was poorly executed. I believe (and I can be wrong), the idea was to show that the cycle can be worse with CLI (not that it had to be, I think the group was trying to prove a point). Nevertheless, I will adapt and play to the current rules/environment. Like I said, I am just posting my thoughts from what I am perceiving. I am neither agreeing or disagreeing...

                          Who cares if someone runs away with the round? Lol us small guys never had a chance anyways and it's not like we are going to take on a 20 player alliance and bring him down. It's players from large groups that create these problems and then complain about them 😂. That stunt proves absolutely nothing and if one group decides they are all going to give up their round to feed one player all the power to them, we will just stay below the big guy and pick off the weaklings

                          CyberPtra that's what the plan has always been, we rolled it out and now we'll tune it to work best depending on how things go. Giving retals CLI was part of that process.

                          I'm liking the idea of not giving CLI below a KS % to reduce bottom feeding, but other than that I think we're just going to see how the rest of the round goes as people play their strategies with CLI.