Black sparrow wrote:
. Back in the day, countries allied all against the strongest nation. Something like this.
As one would assume, I along many of my countrymen (and women) are not keen on this idea. The idea of an influence drain increasing with the number of ports held puts the function of what other countries should do into the hands of the game's mechanism.
Our county's massive influence is the power of the team in the players flying our flag. There are 15 to 25 active citizens, most of noble rank, who have focused on what is needed to build a nation as a team as many have worked as a team to build guilds. It has been a common strategy since the idea of nations controls were simply that - ideas - that Barbados has been building.
We have spent gold and time to do so, and we know the day is coming we will be challenged - and we will decline. The method and strategies to do so are there when others decide to use them. Yet, more player mechanisms are definitely needed to shake things up.
The game is still evolving and growing, and new features will change the balance, and the landscape will change. We have seen it with the role of pirates and traders, and now, the nations are are taking a role similar to guilds as the nations feature comes into its own.
There are other issues that need addressed, such as population control, revolutions, random events that will put more uncertainty in port control, creating more opportunities to challenge for control of a port. They will come - and like with many of the features we have seen, it will be a whole new game plan!