Last night, we talked in chat about the current state of the game. We agreed on several things, including that conflict is important for both keeping interest in the game and to grow empires, especially those of new and/or small players. One part of it is that players with at least two or three nations have a larger power and resource base, and thus also can help others more easily. The obvious problem with this is the established power bases, and that war is more likely to result in the destruction of said smaller players if they participate. Followed by, worst case, ragequits.
Now, to incentivize said smaller players to actually go into war, I had an idea of "limited engagements". Wars that are limited in scale, but otherwise honest fighting, therefore (hopefully) being within the rules of giving away nations versus taking them by force.
First, to keep small players from getting mauled, these regulations can only be invoked if the defender agrees to it. No attacking newbs and claiming you can't be counterattacked.
As for the actual limits. There are two: number of troops, and time.
Once a declaration of such an engagement is issued, the offender's side has one week to send a total of 3000 units to the attacked player(s). Not per tick, not daily, in total.
The other side then also may counterattack with 3k units total, in the same time frame.
Third parties can try to capitalie on it by attacking either side (thereby opening themselves for retribution as well), but have to keep to the same limits, with the time limit beng he original one, regardless of when said third party gets into the fight.
A "side" of the war may be only one player, it may be more. Regardless, the troop limit counts for a whole side. Players from the same alliance are always on the same side (and no, just leaving for this doesn't count), but otherwise players may cooperate (or not) at will.
If three or more parties exist, each side can send their allotment of troops to each other. So you don't need to split.
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