Keep in mind Vic, that a lot of those top countries have almost no defence ;-) So often an easier grab then bots. Again, I am not a fan. It has triggered me to also invest in some defence, but apparently not enough yet
Towards the end not really. Gives you a good quick boost in land, spend all the turns you want researching, then when turns are used the land has little use. No need to have a large private market on Express.
It's risky to get retalled and hit on the next few sets, so not a strat I will be following.
Was sad to hear that. We battled often in game but talked loads and often until late in the evening. It is very unfortunate that so many of the players from back in the day have passed on....too many in fact.
Could it be expanded to show all the individual techs? That way you have a nice instant overview of the tech status on all your countries. Would be really handy :-)
Any advice on how to best go around with it in the meantime? It seems to come at certain times. If I try again an hour later, sometimes the issue is gone? Is it related to bandwidth of players, bots or just traffic at the host side?
I like that you're looking for ways to make war significant, thank you for that!
A few thoughts:
1. Need to avoid having a few players who can be on 24/7 to stonewall never losing their flag. Maybe have several flags spread out throughout the tag, number of flags can be fixed or a proportion of the clan's size
2. Some thought needs to be put into how easy or hard it is to kill a country, more specifically the number of players needed to kill a country. Reasoning behind this is having two players will full turns able to kill off a country makes it less of a cooperative game, but needing 10 players for a killrun is too much for the size of the community. Factors that'll influence this would be avg. turns needed for a successful KR, max number of turns a country can have, effectiveness of stonewalling
3. How much land will be available in the server and how to avoid large clans simply outnetting smaller ones and then farming them into oblivion. Maybe have some sort of mechanic where grabs are allowed but limited in some way or another
4. I'm curious what the market would look like in such a server. But I guess it'll balance itself out in some way or another
1) Need to think about not making it too complex. I see how you try to level the playing field for smaller clans. Will try to think of some other ways that may be less complex myself.
2) Turns need to be fast enough. This is only fun if this is as relatively short set and fast paced. Not a month or 2 month thing.... Turns at the pace of Express might be too much with what you describe above, but needs to be at least 120 turns per day I feel.