Proposal: Two-Team World Balancing System for Thardferr
Objective
To enhance competitive fairness, engagement, and longevity of wars in Thardferr by introducing a two-team world model. This system divides provinces into two sides (Odd vs. Even provinces), rebalancing them regularly to ensure parity.
Core Concept
- Two-Team Split
Upon the end of Initial Protection (IP), all provinces are automatically divided into:
Team A (Odd provinces)
Team B (Even provinces)
This creates an immediate “world war” scenario with clear alliances and rivalries.
- Balance-Based War
Instead of fragmented or lopsided kingdoms dominating, wars occur between two large, balanced sides.
This structure fosters mass participation and reduces the chance of runaway victories.
Balancing Mechanics
- Initial Balancing (Post-Protection)
Happens as soon as IP ends.
Teams are set based on province numbering (Odd vs. Even).
- Monthly Rebalancing
Every 30 days, a recalibration occurs to ensure parity between the two sides.
Rebalancing metrics can be based on:
Total Kingdom Strength
Total Land
Provinces may be shifted between sides to ensure neither team has a lasting dominant advantage. Smaller provinces would enable guarantee of playing alongside one or two good friends while allowing more flexability for balancing
- Rebalancing Algorithm Options
Land-Based: Team with more acres has excess provinces reassigned to the weaker team.
Strength-Based: Networth, military power, and science levels used to calculate “weighted balance.”
Gameplay Flow
- Day 0–3: Players grow under Initial Protection.
- End of IP: Teams locked in (Odd vs. Even).
- Day 4+: Global war begins immediately, fostering universal conflict.
- Every 30 Days: System recalibrates sides to sustain competitive balance.
Expected Benefits
Fairness & Engagement: Ensures wars remain competitive instead of one-sided stomps.
Player Retention: Weaker provinces won’t feel hopeless; stronger players still have worthy opponents.
Community Building: Two large teams create camaraderie, shared strategies, and large-scale coordination.
Replay Value: Each rebalancing reshuffles dynamics, making the meta unpredictable and exciting.
Optional Enhancements
Rewards for Balance Participation: Players who switch sides during rebalancing could earn bonus prestige, honor, or cosmetic recognition.
Dynamic War Objectives: Beyond pure land/networth gain, introduce rotating global objectives (e.g. control X amount of total land, castles or trade in market)
Leaderboard by Team: Rankings show Odd vs. Even war results, creating an epic tug-of-war narrative.
Closing Note
This system simplifies the world into two evenly matched super-alliances with recurring balancing. It keeps gameplay fresh, ensures no permanent power imbalances, and gives both new and veteran players meaningful opportunities to contribute.