- A carebear mentality among most players reduces the odds for any meaningful conflict, making the game less exciting. This is maybe half the fault of the players, half the result of the game's design. People don't want to risk their carefully built up domains in a war. It's also fairly easy to spam so many knights that you become nigh invulnerable, and it becomes stupidly hard to attack someone once they get up some walls.
- It shouldn't be possible to endlessly spam knights to make yourself invulnerable, basically rendering meaningful conflict extremely unlikely.
- I can't tell if the game dev intended for there to be conflict in the game, or he intended it to be "medieval FarmVille" with no conflict. It kind of seems like he tried to design something that appeals to both the carebear and the competitive player, and failed.
- The maximum price caps on goods for sale in the market have a profoundly negative impact on the game. They are supposed to curb inflation and help new players, but in fact they do neither. New players have a hard time getting some goods they need because no one is going to bother selling them on the market if it's not profitable. The price caps ensure that you will have to produce just about everything you need yourself, encouraging owning multiple domains in different climes and increasing micromanagement.
I could go on.
Game dev seriously wants there to be conflict, but... the fundamentals of the game mechanics very strongly dissuade people from waging wars.
Potential losses in war are still much greater then what players could possibly gain.
-Mostly cause civilians are open to retaliation. Can't feasibly hide all civilian production within walls, if you've expanded your domain's production out near the borders for resources you couldn't get otherwise. That also means war stops the economy... and many people have poor economies to begin with.
-Peasants take a long time to train up in levels. You can't just up and replace a lvl 9 guy that gets shanked. Plus, stats are a thing on them, which means people are even less likely to want there lvl 9 craftsman with 18 agility to get shanked.
Current change, peasants leaving is actually to 'fix' that... but... yea... not really. It just ends up screwing people who play the 'right way' over. The ones who do not optimize nor produce a bit of everything...
-Players should not even consider waging war till they have walls set-up to a closed off area. But that could literally take months, depending on the player's economy and the wall plans. Even then, not big enough to cover all the economic buildings and yea... you get the idea?
As for Knights, it is also a thing of game dev's own making, refusing to balance military/combat. Though, recently did balance Pikemen to kinda counter Knights. It is conditional... It really hasn't changed much.
Oh right.... I can bet you that recent new changes are still gonna be a downer on any war happening, except for people looking to go out with a bang or troll types. (Anyone can create multiple accounts and takeover an inactive domain. Using that to train troops and wage war without any blowback on their main account.)