I've been thinking about this for a long time, recently i came up with something i think might be able to work.
What is not fun about the Wonders:
1. Prepping for them
as basically worlds on the EN servers last about 6, 7 months, after the 4th month the game becomes a sim fest. Colonizing in core, maxing market and temples etc. etc.
2. The process of building them.
Basically total sim fest, world stops for 2 to 3 weeks till all the wonders are built, groups with the biggest numbers, most simmers, usually wins.
3. Maintaining them.
After an ally gets 7 wonders the world basically ends, they got the win, most players leave, now whats left of the winning alliance has to basically protect their wonders till the world dies so someone else on the world doesn't get a crown they don't deserve. The game becomes who can sim the longest without leaving contest.
What's fun about the Wonders:
Busting them
I don't know a greater satisfaction in this game other than taking wonders, everything about it is fun, when you're doing it, its the most fun you can have on Grep.
And that's about it, if you ask me...
So a way to fix this, we need to put the emphasis on
attacking and
defending.
What i propose is this:
Since worlds don't have as many players anymore. I don't see this changing, neither does inno due to their recent "miliking" attempts.
It's a shame but it's a fact. The game is dying slowly, every world revolves around 4 oceans 44, 45, 54, 55.
Rim is beginning to be more and more inconsequential.
What im proposing is a total change of the system:
AGE OF THE CONQUERORS
When a world meets the requirements like for the Age of wonders, the age of conquerors begins.
An alliance gets to pick an island somewhere in near the center of the ocean they need to defend from every other group on the server. There is 4 total islands (each for one of the core oceans), if an alliance happens to lose their island (you lose it as soon as one city falls to another alliance) the alliance that took it get to choose one more island in their core. The goal is to control all 4. Once an alliance controls all 4 islands a countdown starts throughout the world that last 7 days. If they keep all 4 islands during that 7 day period, the alliance is named THE CONQUERORS OF THE WORLD. Every member receives a crown, and a countdown starts for the world to end. One crown per world, one dominant winner, one conqueror.
Prerequisite to pick an island:
Must control xxx number of cities in one of the oceans 44, 45, 54, 55.
Explanation: since the world revolves around the core, the biggest groups are in the core, the number of cities has to be one which makes it impossible for another group to be dominant in one ocean. So for example if there is 1000 cities in an ocean, for a group to receive an island they need to control, let's say 800 cities. Only big island cities count, no rocks.
Location of the island:
The alliance founder gets to choose where their island will be, it has to be near the center of the ocean.
Explanation: As it needs to be fair it has to be close, yet far enough. This would be an example as to which islands are viable
https://i.gyazo.com/18aeab70093261c2a5a1f2d3212dd160.png
What if:
1. What if a core alliance doesn't meet the prerequisite?
The group with the most cities in their core ocean receives an additional island, to reward them for being smart, and strong enough to secure their own ocean.
2. What if 1 group controls two oceans?
They get 2 islands, and get to choose where they want to place them, both in the same center, or one for each center. Same goes if they get control of more islands, they get to place them in any center they want.
3. What if an alliance meets the prerequisite to get an island, and then starts losing cities in their home ocean bellow the requirement cap?
They keep the island until they lose it, but they need to remain above the cap for any additional islands.
4. What if one of the residents of the island leaves the ally?
They lose their island and it goes to the alliance with the most cities in their home ocean, why? To make the alliance leadership pick and choose the island residents wisely.
5. What if a player that's on a chosen island goes to VM?
The city can be attacked while the resident is in VM.
6. What if a rim alliance takes a city?
The ally with the most cities in their home ocean receives an additional island.
Now why i like this system, basically forces groups to fight, removes the second branch or at least makes them a burden to have, as you can choose to have more players but need to keep them small.
Values and other stuff can still be worked around on, and things can be changed around here and there, but i think this is a good starting point for a change.
If anyone has further questions i'd be glad to answer them