zxektok wrote:
whats wrong with the current system?
sure "imp whores" is a viable alternative strategy
slower at start - sacrificed for better end game

You are describing a high imp strat. An imp whore is someone that sacrifices their round (or the later parts of it) for the benefit of another kingdom. The problem is made worse by imp whores that restart/delete their kingdom to lower the overall land value (thus increasing the amount of imps per acre).
Assassin wrote:
problems: -alchs and labs would need to b adjusted/ clarafied on what they would do.
Alchs/Labs wouldn't need any changes. There would be 'forced 50% investments" into RIMPs, improving the RIMPs of all KDs, but players might still end up either in a ghetto realm, land player in mostly exp realm, or high imp build in a low imp realm, that might justify labs.
Quote:
-you wouldnt b able to go say 75%rimp early on to giv ur rlm a boost.
Correct, you wouldn't be able to sacrifice your early game for the benefit of other members of your pack. . . You could still go high IMPs which would benefit both you and your pack.
Quote:
-if u wanted to focus on an area of rimps ud also have to invest in tht area in kimps
True, but RIMPs usually mirror KIMPs anyway (High banking & housing, then Forges & Walls, Policing as needed). The only time it deviates from this if a realmate is short on OP or is about to get hit.
Quote:
suggestion(may b hard to code)
- all pts tht go to rlm imps are put in a special bank sort of thing, and only king is allowed to distribute them amongst rimps wherever hed like
This returns to the problem, when a kingdom deletes, where do you substract the IMPs from?
The proposed system is very easy to code (Realm Banking = Kingdom A Banking + Kingdom B banking + . . .)
Also, with my proposal, all incoming defectors would automatically boost RIMPs when they enter the realm (depending on how high of an imp strat they ran).