rather than everyone voting all the time for who they are at war with, instead every week, one faction gets to vote for who they wish to attack. this faction rotates every week so each faction gets a chance to decide. this vote decides the military campaign for that week.
after the campaign is decided, then the remaining factions get to vote for which side they want to support. to avoid large divergences in population there is a certain pecking order in the support vote. this is determined by the rotation order for the campaign vote. factions that have the longest time to wait for their turn at the campaign vote go first. voting continues until one side in the campaign has ~50% of the active player population. after that the remaining factions are placed on the other side.
so now we have one group of factions at war with another group of factions sharing a set of planets. all borders on all opposing factions are fair game. however to further reduce buckets, the actual active planets will be randomly selected from that set and the number of which is determined by the population. they might rotate every day to give more variety. and lower population phases may get fewer planets in order to reduce the buckets to playable levels.
its not the faction war we wanted, but it is one that will work and will always have games running. you also dont need to change any of the other features from fw phase 3. you might even be able to keep the solo/unit split doing this.
mercs count towards the population of the faction with which they are contracted. contracts might actually sync up with the campaigns so that they cant severely influence the population of the two coalitions. not sure what to do with freelancers, perhaps automatically assigning them to the faction with the least population.
Edited by LordNothing, 28 April 2016 - 01:55 AM.