Dec 20th 2011, 1:04:55
Martian, there are a few MAJOR ways of preventing early wars, or weakening the FSes, but you have to be prepared for radical changes.
A) If a country loses 30% of his NW, he becomes immune to all attacks except countries that he has attacked in the last 24 hours, which may retal until the country loses 50% of his NW. You can define "% NW loss" as being divided against the max NW attained in the last 24 hours, and only NW loss from defending and harmful spyops are counted.
Declare War will NOT work around this, as the whole point of it is to limit damages to a country, but a organized clan can still organize chain gangbangs on a country to further weaken it by 30% everyday, necessitating a completely new warring style, focused on crippling.
This will also limit damages that can be done by a smaller suicider, and also limit the amount of times a large country can bottomfeed a smaller one. Many games have some sort of immunity system to prevent being griefed. It is NOT fun to lose 2 months of work in a few minutes, or wake up and see it ruined to pieces with no chance of decent recovery.
B) The focus on FSing an alliance can be shifted away by making kills less worthwhile, by allowing countries to restart with a portion (say 20%) of their previous country's stuff with 100 turn protection. This will force wars to focus on effective crippling during a kill because if you do not cripple a country enough, he could still have an effective mid-sized country on returning 2 days later.
There will be very little incentive to kill a 500k NW country to have it return with 100k that can build back to 500k within the 100 turn protection.
This will make GSes less useful though, so this can be offset by making GSes kill 10 civs and BRs kill 5 civs (ie. swap the civ killing values) or some other proportion. Or make GSes destroy 1% tech or something as well (i.e it can be changed to destroy some infrastructure).
C) Reduce the number of turns in general. 72 turns per day, 120(120) store is a lot of turns. If you half that to 36 turns a day, 60(60) store, FSes immediately become less effective and crippling becomes more effective. This also reduces the usefulness of landtrading, as a reset will have fewer turns and the finishing NWs will be far lower to warrant land trading.
D) Add significant DR to special attacks that goes lower and lower and disappears by the end of the first month. This discourages early wars by making it impossible to civ kill in the first week (imagine doing 5 civs per hit after 12 GSes, or 5 buildings ABed after 12 ABs, etc)
This adds a very small advantage to a CSing alliance as their CS will have a lower reset-DR with more effective attacks.