Originally Posted by
Zauper
If you were asking me to design a game system whereby warkds / non current top kds could be competitive in the hunt for the land crown, palem, i'd look for the following:
1) Make attacking 1x/day competitive with attacking 2-3x/day. (raise base attackspeed; change +/- hours to not be bad; add a building that buffs gains)
2) Remove DBE. It's not logical for noobs, and synergizes well with item 1.
3) Remove mills; remove or rework arms, schools, libs
4) Potentially remove the explore pool(?); though the above probably works.
5) Remove the stupid uncapped science and science draft system. Cap the bonus and make it purchasable.
If you combine that with forcing some sort of diplo/mentality shift on the top kds (pre-agreed deal between them and others, potentially agreeing that it can be enforceable by bishop?) to remove duration CFs, arranged wars, etc from the game -- so that there are three states:
not currently attacking that kingdom, currently attacking that kingdom, and NAP'd with that kingdom. (enforced by the game, unbreakable).
These changes combine to do a few things --
1) They make sustained activity less important for being competitive. This is generally a good thing for the game, since it makes it more viable as a browser/FB-like game, and doesn't require people to hit at awkward times consistently.
2) They remove the consistent advantage for starting larger (and the disadvantage for warring). If you have more acres, you can get more science points than anyone else (and in the current system, can afford to have more peasants/acre than anyone else since you just need to be safe vs ghettos), and those science points translate into strength. This makes the game more dyanmic
3) It removes the diplo cluster**** that makes entering the top difficult.