Maybe we could run a poll to see what the community prefers. Should there be more protection, giving players more time to rebuild armies, or less protection, making the game more like it used to be? I really like CLI, and I believe there should generally be more protection. I would even suggest a 24-hour protection period for almost anything that happens to a kingdom, including retals and failed attacks. If a kingdom retals, it should also grant an additional retal, and retals should be shared with the province, which has only two provinces. This could give players more time to build armies and plan attacks, allowing for faster, riskier gameplay through retals. I also think spells and MP should be easier to access, and all spells should be cast with MP, so we can stop blindly sending units and actually use magic in the game. I don't think wizards should have any KS value or upkeep costs, so players can build the armies they want without worrying about inflating their kingdom. There should be more offensive magic that doesn't trigger retals; it would mainly add strategic variety to attacks between kingdoms. Units still take too long to produce—whether there's more or less protection. Filling 1:1 GHs in 30-50 hours is pretty crazy and slows down gameplay significantly. Losing as much land as we do in attacks seems a bit excessive. I acknowledge that trading the same castle and 20 land back and forth can feel repetitive. There should be mechanics to introduce more variety in losses without making it too extreme. This way, players can attack more often and have fun without their kingdoms taking 3 real-life days to recover. I’m also open to revolving the game around 3-5 hours of protection for anything, paired with faster unit production, so players can capitalize on that. When someone attacks, you’d have 3 hours to retal before being attacked again, and only about 5 hours of protection, but you can fully restock units and keep fighting. I don't mind which direction the game takes, but right now, it feels like we’re trying to go two different ways and stopped halfway, so the gameplay doesn't feel cohesive.