So occasionally, the war system gets brought up on forums, and usually in the rants section. After seeing numerous discussions of what is wrong with the system, why people don't want to go to an open war, and what people think would improve the system, I think it's time that we get the ball rolling on dialogue of what things could improve the system. I'll get us started with some problems that I've noted along with a few ideas, and solutions that I think can help. Please keep in mind that some of these are large scale or big theme ideas (at least on my end), that I don't have a realistic expectation of immediate implementation or even planning. So here we go.
Perceived problems:
No reward for "winning"
Open pk and the resulting ganks and hurt feelings
Undesirable resolution (i.e. two high ranking players simply agreeing on something to end things).
Nothing for non, or less PK oriented members to enjoy in the system.
Ideas:
Open pk- there is some headbutting that I've seen between "It's logical" or "It's just death, so what." to "I want to be in the military, but don't want to be open to ganking." Here's the solution that I've come up with that kind of ties in: We'd keep open pk, but make it extremely difficult if not impossible to get into a city during a war. This will be due to "strongholds" or "forts" near any city. Essentially, once the war begins, the cities have say a month or two to get funds together and fortify. This includes lending suppplies to the effort, making strategic decisions and stationing mercenary guards at points in the fort. The fort is essentially where the early war waging takes place. Until you get through the fort to the city. This should be -extremely- hard (think killing a guardian hard).
More to do than just pk- During war, comm markets should be entirely closed within the city so that they cannot fulfill normal things without supply lines. Each month during the war at different times, supply caravans and possibly ships will be en route along the highway to each city. Each city can either defend, protect, or attempt to rob (mechanically somehow), kill, or bribe the caravan guards. I think it would also be really cool to have naval supply lines, but that is hard for cities like Eleusis. Still see room for some workaround there. Essentially, if you don't get supplies through, you can't reinforce defenses, and you'll eventually buckle or want to sign a treaty.
Even more to do than just pk!- Siege equipment! Part of getting through the fortifications should be to have to break them down with some difficult planning, work, and time. Essentially, people will have to build the equipment (maybe from military ranks), then use it to break down barriers into the fortification (while killing guards, too,YAY). If, and only if, they get through the fort, they can enter the city for a final battle royale.
Nothing to win: A warchest. Each city can't just poor money into the war. They have to funnel it through the war chest. We put a time limit on how long the funds must be in before you can build fortifications or hire guards from them, say a month or two. That way, whatever you deposited last month to get a head, will be lost this month if you are beat. Also, would need a deposit cap.
More to win: Strategic locations. I think being able to control certain harbours or village points for a certain amount of time would be a -very- desirable goal. It creates complications to other things like ship trades or other things, but I'm sure it could be planned out.
Obviously, it's not an entirely complete idea, but I really think it gives us something more to look forward to than normal war, and I would love to see something like it to enhance combat here. Please feel free to give feedback or ideas.
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Comments
To make any sense, warfare would have to happen in some sort of abstraction with players commanding or influencing armies, not being the army. The best proposals I've seen have involved a simple Risk-like game (or other simple resource-allocation minigame) played by city officials and interacted with by citizens (so citizens help gather supplies, interrupt enemy supplies, scout enemy army placements, take or destroy strategic locations, steal enemy intelligence, disrupt the enemy city by raiding with the current system, etc.). Think something like Natural Selection if you've ever played it - a commander is playing a sort of strategy game while everyone else is helping make that strategy happen by playing a different "game" (in this case, doing normal Achaea things). In terms of gameplay, I think something like that could actually be very compelling.
The rewards/penalties could then be tailoured to those sub-objectives. Maybe a particular tower decreases a city's access to certain types of commodity mines for instance (this would be especially interesting as a way to incentivise cities to develop differentiated economies - say Hashan is fairly unlikely to lose the objective that modulates iron, giving Hashani a reason to invest in iron beyond other resources/other cities). Maybe a certain objective increases the cost of guards or upkeep costs for city improvements. Maybe one makes sanctioning take one fewer raider or charging tanks slightly easier (and maybe that's one of the objectives tailoured to be easier for a smaller city to hold onto). Especially interesting is the possibility of cross-playstyle rewards - if your city has a lot of strong, committed bashers, but not much in the way of combatants, a bashing-based objective that affords some group-PK-related bonuses would actually be a nice way of helping to level the playing field a little bit and give people a chance to participate in activities that the existing balance of power normally makes less interesting.
You can pretty easily build in a lot of ways for different class/playstyles to contribute too. It's not hard to imagine ways for bashers or fighters to participate, but it's also not hard to figure out how others could too. Commodity or other supply systems are an obvious choice (including sea routes and trading). Who controls which strategic locations shouldn't automatically update unless it's your own faction gaining or losing a foothold - for other factions, people can go SCOUT the locations, which updates the listing. And perhaps there's a room in each city for serpents (or anyone else who can be sneaky enough) to break into to get hold of "intel" that lays out all the current holdings of that city and updates the listing accordingly. There are a lot of possibilities. It could be made a lot more interesting and a lot more varied than, say, landmarking or shrine conflict.
But there is one massive, massive problem. If the rewards/losses are significant, then the fact that factions are inherently unbalanced becomes a huge issue. If they aren't, the whole thing is destined to feel pointless. The only real solution would be giving cities a sort of "handicap" via placements of objectives and inherent advantages (perhaps some of Cyrene's assets are very easy for them to defend for instance), but that would take a lot of fairly careful balancing and likely a lot of post-implementation tuning to get right.
As for actual city warfare where someone can wholesale "capture" a city or something like that, beyond what you can do by raiding or a few other more circumscribed options like the above, I think that's actually a very bad idea. The notion of "siege engines" and the like sounds neat, but I just don't think there's a way of doing it that would actually be satisfying for everyone, especially with the inherent imbalance of the factions. There is just no good way to make an omnipresent, mechanical potential for capturing or sacking a city fun. To the extent that it should ever be possible (and I think there is such an extent), such things would almost certainly work best as an admin-supported event (perhaps one initiated by normal player initiative, but with any larger consequences managed by hand by admin).
So TL;DR: Conflict system good - probably hard to design, but lots of possibility to get people involved and add depth to the game. Actual "city warfare" system bad.
What I meant (and what the ideas of others I was refering to were about) was more "tucked-away" than that - a system with clear, discrete loci for conflict and ownership of particular strategic locations (that didn't have other significant gameplay functions - no one owning and controlling access to popular bashing grounds for instance (or at most only one or two that could be claimed like this)). Things like the ability to claim arbitrary land or actually "siege" cities or capture them or sack them are mostly bad ideas - they're conceptually compelling, but the gameplay implications are really ugly. A good system for city conflict is one that people can participate in many different ways and where people who don't participate don't feel like it's ruining what they want to do (a problem with the old land-claiming system, but not really a problem with a system where cities simply lose out on smallish bonuses when they don't control certain points).
The "Risk" element I'm talking about might best be thought of like this:
Tael has points in his post that I both agree and disagree with. He's absolutely right in saying that currently, raiding is little more than text-based CounterStrike, with the terrorist team setting up the bomb and the counter-terrorist team trying to dismantle it. Its fun occasionally, but even I get bored of Achaea's raid mechanics, and group PvP is one of the things I love most about Achaea.
I must disagree with Tael on his idea giving handicaps to inherently disadvantaged cities. Even in the interest of leveling the playing field, I simply can't agree with handicaps for a disadvantaged team, no matter how finely tuned and tweaked they are. For a truly immersive roleplaying environment, a cities strength needs to be directly correlated to the strength of its citizens. I don't want to spend a lot of effort talking about this though, there are other more important things that can be addressed.
I don't understand why siege warfare would be a "very bad idea", especially since you support your position by saying not everyone would enjoy it, and it would lend to the imbalanced factions. Not everyone needs to enjoy a mechanic for it to be a good mechanic, and I think you're posting from the point of view that it wouldn't be fun because you feel like your own organization would be on the receiving end of the sacking, and losing isn't fun, not necessarily siege mechanics. Certainly, siege mechanics would be fun if you were on the winning side, right? And I believe therein lies the problem with your post - you're in favour of handicaps and a "fair" environment where losers don't have to feel bad. Apologies if I'm way off base, feel free to correct my thoughts.
Moving on, I actually don't see many incompatibilities between Tael and Jurixe's ideas, both certainly have merits, and the best of both could be drawn from to create something certainly infinitely better than what we currently have.
Edit: To clarify, I'm not implying you're a "sore-loser" type, Tael, or that you don't enjoy Achaea when you're not winning. I'm saying that the feeling I got from your post was that siege warfare is a "bad idea" because it lends to the "might makes right, big city dominates little city" aspect of Achaea. I think if yours and Jurixe's ideas were combined, it would be great if siege warfare was the end result of the Risk style gameplay you mentioned, where the siege sacking of a city was the final step, and entirely controlled by players, after all the little mini-games you described. This would please everyone, I feel, since non-PKers could participate in the minigames, and the PKers could participate in the sackings.
However, hardcoding in a system is going to lead to gaming it. See the previous "getting sparks from Jeramun, meaning that if you constantly kill Jeramun, nobody else can get tanks" system. Furthermore, if you need a functioning war system to motivate noncombatants to do something, there's something wrong with the city.
Having leaders that are willing to negotiate an acceptable end is preferable, simply because it allows for an ending that both parties can agree on. For instance, nobody in their right mind is going to say "most essence raised" against Eleusis because lol @Penwize, Mhaldor wouldn't say "most enemy soldier deaths" because they're all soldiers, and nobody is going to say "best poem" against @Scarlatti's Order. There's acceptable compromises somewhere and it's up to leaders to work them out.
Admin-run events are capable of making those sorts of things interesting and unique and fun in a way that systematised siege/warfare systems largely cannot.
And that sort of actual siege warfare directly on cities should be rare enough to handle each case by hand anyway. Any more frequent and it becomes more annoying for people who aren't interested in it and it becomes more boring for people who are.
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To an extent, I am definitely in favour of a "fair" environment where losers don't have to feel that bad. Neither absolute is an acceptable design for conflict - you don't want the losers facing no repercussions, but you also don't want to ruin the game for them simply because it makes the game fun for the winners. The fact that winners feel good does not mean you throw the losers under a bus. You have to strike a balance between the fun of being on the winning side and the effects of being on the losing side. That's especially true in a game like Achaea where there's an effort to retain spaces for people who want to remain relatively uninvolved in and unaffected by faction conflict - if a person loves crafting and playing the economy, but not faction conflict, they probably shouldn't have to deal with big long sieges that make them feel like they shouldn't even bother logging in (and if the sieges aren't big and long and interesting, how disappointing!). That's not just hypothetical either - that was a real problem that happened several times to Shallam and people popped into the forum expressing frustration that they didn't feel like there was any point logging in.
I also don't think siege mechanics would be particularly fun on the winning side either. They'd be fun for a little while perhaps, but ultimately you're talking about what should be a really huge, special, unique thing (a city actually meaningfully defeating another city - think the end of a real-life war) and reducing it to another minigame with some predefined reward and system in place for things to just immediately return to a largely unchanged status quo as soon as the conflict is over. And, with no balancing mechanism, it's mostly just a minigame that Ashtan can choose to win whenever the city gets bored rather than a source of actual, interesting conflict.
Re handicaps: I think they are absolutely necessary. I'm not talking about handicaps that product a level playing field. I'm not saying give Cyrene such incredible bonuses that they end up equal to Ashtan in terms of group combat potential. I'm not saying Ashtan shouldn't ultimately end up with an easier time initiating a city siege. I'm saying give them a handicap that lets them participate in this system of strategic control points somewhat equally. Ashtan still remains dominant in every way, but the system of bonuses doesn't allow them to snowball that dominance and make it even greater.
The fact that Ashtan can raid right now in a way that other cities can't match is essentially fine - that Ashtan can successfully raid other cities isn't much of a problem because it doesn't mean other cities can't participate in raiding themselves (and the benefits attached to successful raiding don't snowball Ashtan's dominance). That doesn't work for a system that involves exclusive control of resource points by cities. In a system like that, you may as well just forget the whole thing and apportion the rewards you design based on city population. And that gets even worse when control of resource points offers further strategic advantages.
Re "drop of a hat": I didn't interpret it that way. Having to take "fortresses" or whatever is basically what I was describing. I just think it should be more interesting, should appeal to more playstyles, should be designed to generate more interesting conflict, and should (very rarely) initiate city sieges or other substantive in-city warfare run as actual events (befitting the seriousness of the situation) rather than as yet another little minigame with predetermined rewards.
For instance, if you make cities almost impenetrable during war, why would they go back to being wide open to raids from any passing brigands after the war ends? Or do you propose that we remove the ability to raid cities fr the game outside of war altogether?
The problems for me with the war system, having been to war a few times, are not mechanical. If cities were willing to lose gracefully, then you'd see more "rewards" for winning. Shallam paid Ashtan 2 or 5 million gold at the end of the war (when Shallam could have maintained the war in perpetuity if I'd felt like it), whereas in later wars people would pretend like they weren't getting their shit pushed in, so we'd push for a guard wipe, declare victory and end it so everyone could move on. Both of these had rewards, even if one of them is only bragging rights, but nothing about the rewards needed to be hardcoded.
The stubborn attitudes that result in the latter won't magically disappear if you change what it says in HELP WAR, and any mechanics changes will also be thwarted by people who will find a way to game the system in such a way as to never have to admit defeat.
The best way to do it is for people (especially city leaders) to stop being so pointlessly negative about the war system, make use of it, and then highlight the issues that came up that you think need admin attention.
I too am in favour of a fair environment that allows people both interested in PK and non-PK to participate in city conflict.
If we're simply going to fundamentally disagree over whether or not siege warfare is a good idea, so be it, let us offer no concessions or find compromise. However, I am in favour of compromise and finding a system that is enjoyable for everyone involved, and I still stand by my idea that a combination of yours and Jinsun's ideas would be ideal.
Thank you for clarifying what you meant by handicaps, and I can agree with the idea of cities having certain territories or mechanics that are easier to defend than others. I don't think they should be based on predefined notions of what a city is "good at", since that would pidgeon-hole cities into concrete roles like "Cyrene is a city of bashers, Eleusis is a city of harvesters, Ashtan is a city of raiders". City strengths and weaknesses do shift throughout Achaea over time. Ashtan wasn't always the powerhouse it was today, a group of 3-4 good combatants could give them massive grief a few years ago, the same way Jhui & Co can give grief to other cities today.
Non-PKers can participate in the economic and stronghold upkeep part of a war, and the PKers can find fun in the PK aspect of war, including a siege-sacking of a city that becomes possibly only after prerequisites have been fulfilled, and the road to siege-sacking should be a long and hard fought campaign that comes about after your city has successfully controlled surrounding territories (bashing areas should definitely not be "city territories", I agree), and other economic and strategic minigames. There are virtually no incompatibilities between yours and Jinsun's ideas, other than the fact you simply abhor the idea of siege warfare.
Ultimately, I'm not sure that that there are huge problems with the war system either - my view is more that there's just a lot of missed opportunity for conflict systems that could be more interesting, leverage the game's mechanics better, and involve more people.
Regarding siege warfare, I don't abhor the idea at all. I think siege warfare is an absolutely great idea. I think it offers a potentially incredible source of drama and interest and fun. And I think trying to build a defined, mechanical system to implement it almost certainly ends up squandering that potential. I'm not saying don't have sieges, on the contrary I'm saying they should be a bigger deal. A warfare system that creates a defined way to initiate a siege would be interesting and give people a clear (difficult, long-term) goal to work toward. And when that goal is reached, it should be a huge deal. The best way to make something a huge deal is an actual event. And since sieges should be difficult, rare, long-term goals, in practical terms it's not really unrealistic to think that they could actually be run as events.
Running them as events means a captain can try to recruit a group of adventurers to act as sappers to blow out a section of a wall while defenders try to stop them. It means ritualists can try to summon spirits to defend the city while invaders try to kill them and prevent the completion of the ritual. It means the conflict can be larger and more interesting than a defined mechanic for sieging. It means it can be implemented in a way that doesn't totally exclude people who aren't interested in a set of designed, known siege mechanics. It means each siege can be unique and interesting. Each one can be a big deal that people remember as historically important and distinct. It means people can log in and wonder what's going on with the event that affects them (and maybe occasionally help in some noncombat way) rather than saying to themselves "I know how sieges work, I'll just log in when it's over". And it means admin can help clearly define victory, sidestepping the problem @Silas mentions without waiting for Achaea's playerbase to suddenly become more mature than it typically ever is.
Also, strategic capture points with attendent bonuses would offer a nice, more-tangible chip for negotiation. If Ashtan crushes Hashan in a big siege, they could demand ownership of one of the border strategic resources and agree that Hashan will cease trying to contest it. Negotiating over actual city interests in the world would be a lot more interesting than city officials just handing over lump sums of gold that most citizens have no real appreciation for anyway.
The current system allows for RP terms of victory/defeat. The proposed systems would lead to someone figuring out that if they can just kill X mob every Y hours, then the other side can't win, or if the entirety of X city logs in and teabags city Y, then they can grief city Y out of commodities or gold.
Always assume that the playerbase will figure out maximum victory for minimal risk, and I think you'll see that an open-ended RP option is preferable. This is the same game that allows us to stack vibes/harmonics/rites/totems and beckon enemies into them rather than rush in all 300-style. The same game that spawned a lucrative business for Vadi selling a way to let you not think about how to cure paralysis. Why would you not expect that a set war condition would be unabusable?
To really spell out my proposal:
- Put up a network of "control nodes" in the world. Some nodes are captured via bashing, some via trading, some via PK conflict, some via bribery, etc. All remain open-PK, you might be able to turn a bribery-based node without being a combatant, but you still run the risk of someone showing up to stop you.
- Clearly mark the nodes in the UI - something in the room title similar to "(road)" like "The foot of a marble tower (control node)" (ideally something better and less meta-sounding than "control node").
- Each control node offers some modest benefit that incentivises holding it and ties it into the world (a camp near the coast offers a new ship trade, a camp near a village comm shop offers a small steady supply of that shop's most quintessential comm type to the city that holds it, a tower on a mountain offers immediate notification of attacks on surrounding control nodes, etc.).
- The Minister of War can place city guards in any control nodes that the city owns (perhaps they can be totemed as well).
- Control nodes nearest a city are easiest for that city to capture, easier still the more surrounding control nodes the city controls, easier still the higher the proportion of the city's deployed guards are in the surrounding control nodes, and harder the proportion of the enemy city's guards are stationed in that control node.
- If an enemy city owns all of the control nodes adjacent to a city, a siege event begins, run like any other planned event in the game. (The above coefficient should be tuned until this is possible, but very difficult to the point of extreme rarity).
Attendant ideas:- Don't offer an automatic listing of which control nodes are owned by which cities. Make the listings for your city update automatically when that city gains or loses a control node, but unrelated control nodes can only be SCOUTed from the location (and thus might be out of date), giving a way for even newbies to help out (while learning their way around) and adding some elements of information-gathering to planning and strategy of guard placement.
- Create things like a "map room" in each city for stealthy adventurers to sneak into or plans for them to steal from denizens that show how many guards an enemy city has stationed in each of their held control nodes or that automatically SCOUT all of a city's current holdings.
- Incorporate existing raiding - specific rooms to destroy that influence taking or holding control nodes.
- Offer noncombat ways to make it easier to hold/take control nodes - things like building fortifications, raising shrines, etc.
The idea of this isn't "Achaea: Total War". It isn't really so much a "war system" as it is an "area of influence" system - to give cities mutable borders and material interests that might generally remain quite stable and might be the subject of treaties and agreements, but would serve as meaningful stages and stakes for conflict when it does arise (and for its resolution). And, as an added bonus, if you do want siege events, it serves as a way to offer a clear path to them and, from a design perspective, to easily modulate the length and difficulty of that path.1. No reward for "winning": This is a massive misperception of the problem with Achaean conflict. Winning is, always, more fun. Even if you had an amazing, fun event chock-full of RP interest and innovative mechanics, being on the winning side of it adds a tiny bit of deliciousness. Winning is, also, its own reward - particularly in an RP-driven game. You get bragging rights, you get to buff your image, you get to RP as the big swinging dick of the world. A satisfactory win though always depends on a fun opponent. The key question is always how you make losing fun enough.
Yes, there are only a few more annoying things than a "lala you can't touch me" issue-happy conflict avoider. However, one of those things is someone who just doesn't know how to win with anything resembling good grace. And because the winners have the power, and the fun that just comes from winning, the prime responsibility is on the "winners" to make the whole process fun.
2. Open PK, ganks and feels: This isn't a problem on its own. It would be a problem if your war system, consisted of nothing but open PK ganking but that's a more general fail of your system. What you need is a fun, time-limited, goal-oriented war system and then those feelings go away.
3. Undesirable resolution (two high ranking players agree to stop): Despite how strongly I disagreed with item 1, I probably disagree with this more. If it's going to be anything worth having, your war system is going to need to rely on factional roleplay to drive its (i) beginnings, (ii) process and (iii) resolution. That is always going to mean empowering the duly elected or appointed faction leaders - Divine or mortal. If you don't like the resolution, then your recourse is what it always is - militating to get them kicked out and someone better in their place.
4. Non-PKers - Again, I disagree quite strongly. I don't really like the idea of a war system that incentivizes non-PK stuff (particularly as it would inevitably be something tedious like gathering). A war system, properly designed, should incentivize everyone to pick up their ploughshare and beat it into a sword. A good system would hopefully encourage that by meaning that even a team of well organized, and trained lowbies should be able to make an impact.
My ideal system would consist of a war system which would be invoked in favour of time-limited, RP objectives. Control this plot of land, capture this McGuffin, slaughter/defend x number of people, whatever. The winners would get the RP objective, the losers would not (but hopefully would get access to some quality RP anyway). I defer to others on what the actual mechanics of the war itself would be but it should be entirely in service to RP - which means, principally, Garden-planned events. Anything else will fail. If what you do is create a better form of raiding that can be done all the time, and makes everyone open PK, and results in concrete advantage to whoever happens to have all the combatants at the relevant time, then you've made a complete fricking disaster. I don't think we've gone nearly far enough down the line of "All Garden planned events, all the time" - I'll never be satisfied on that front, but we're closer than we used to be so who knows.
War never has a set criterion either, in the irl sense of war. There are thousands upon thousands of different things that can be fought over/fought towards/gained/lost. By taking those branches away and create only set paths, you take away a lot of the storytelling sides of war, and just make it more of a boring statistic. The fighting would be fun for sure, but nothing memorable would come of it.
I'd prefer one off events that vary massively rather than a system that fires off city relations. Bal'met, which was admin led, was amazing, but it would be less amazing if it was repeated in a similar fashion. There needs to be a proper story driven series of actions that lead to a war (With some fun for everyone in one way or another) and then story driven points to lead to its conclusion or else it would not feel worth participating in. I don't play to get numbers on my stat stats, I play to be part of the story.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
1) Non-coms want a way to take part but not necessarily through combat.
2) There is no way to "win"
3) Raids are, for the most part, pointless because they don't have lasting damage and very little reward.
4) There isn't a whole lot of strategy to war right now, there isn't a real "long game" that can be played.
5) Wars are mind numbing for those in the cities who aren't/can't participate in the combat. Having to always leave the city because City X has been raiding for 8 hours sucks.
6) Alliance/Enemies costs vs. benefits. Right now, no one cares if City Z is their enemy or ally because City X could overpower City Y even if City Z helped them or fought against them. City A could care less if another City B is at war with City C, even though City C is right next door to them.
7) The rinse-repeat of raiding. It all boils down to who is one and who feels like raiding at that particular moment. Most raids are so similar and it can get boring. "Oh, you guys are back to do the same exact thing you did yesterday and the day before and the 100 days leading up to today...how original and unexpected..."
Landmarking sucked because it was a constant chore and they were so quickly and easily changed. I think a possible solution to most of those problems would be a scenario similar to landmarking, but without the chaos and endlessness that was tied to it. A more strategic approach to selecting which "landmark" to conquer and maybe a certain way it could be prevented. More "Game of Thrones"ish, where more alliances could be formed and breaking alliances would be more risky.
The System:
Why the time limit:
Strongholds:
Troops:
Resources:(CONTINUED IN NEXT POST)
Alliances/City Relations:
Raids:
Battles:
Example:
Gameplay:
Aftermath:
Advantages of this system:
Though the main downside I can see is how resource heavy it'd be to implement
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Any my meaningful change to the war system is likely to have some pretty significant coding to it. The solution. Would probably be to get it right the first time through instead of creating a war system that people are just going to want to change in a few RL years.
A system like like this will likely create eras where one city is on top for 30-40 years before certain alliances are formed or the right ministers are elected into office or the right military leaders step up and another city rises from the depths. It will keep things changing and thus interesting.
As for the current war system, I think Silas brought up a great point when he said that it really relies on players. The leadership of the cities have the power to create some really interesting scenarios between cities regarding war, if they'll work and establish win/loss criteria up front, even though I imagine it'd perhaps take some OOC communication between leaders. I've always wondered what it'd be like if two city leaders agreed that something like the first to destroy 10 rooms wins, or something to that effect. But, as Silas said, it requires someone to be willing to lose when it comes down to it.
Prolonged city siege is a bad idea. Pushes non-coms out and ties up a huge part of the game for the interests of a few.
And after how many times does "Yes Team Chaos, though you are a threat to the very fabric of our reality and all that is Good and Holy and its written in our code that we should eradicate you, ehhhhhh we'll take 2mil. Fair compromise" get unbelievable?
Compare @Silas' description of Ashtan-Shallam to the recent Mhaldor-Eleusis war.
Also, the reason for the winning side to negotiate terms is so that they can say they won the war. Nobody in a leadership position wants to go to war for the endless PKs - that would be retarded.