The strength of a game doesn't always correlate with its understanding. And after watching streams and reading posts from top online players, I personally came to the conclusion that their opinions are not what you should rely on. Because, unfortunately, they have a poor understanding of the game. And most importantly, they have huge blind spots that offline players don't have.
A 1-on-1 game on large maps without AI, or with very weak AI, without trying to improve this AI or put it in advantageous conditions - this is a complete misunderstanding of the original idea of the classic game.
As a "couch analyst," I claim that the solution to 90% of your online problems lies in strengthening the AI. Not excessively, and in smaller battles (the methods of conducting sieges by the AI should, of course, be improved).
But this will already be a different format of the game - which, unfortunately, you don't realize...
I read several pages from the archive of the Heroic Corner forum. It discussed ordinary diplomacy (paid or free), and it was subtly noted that allowing diplomacy might be an attempt to provoke the player into making losing tactical decisions. Sometimes that is indeed the case. And, of course, it concerned not very large maps (or if the map is large, there were AI players who could compete with human players).
1. Diplomacy has been returned to the game; it works even with the "HW rules" flag enabled,
but with one limitation: neutral factions whose "AI Value" > 25,000 cannot join, for M and S maps, "AI Value" > 8,000 (with the help of igrik, RoseKavalier, Ben80).
Online players, tell me: why can't you just remove only free joining, while leaving the paid mechanic untouched? What is the problem or catch?
And then diplomacy doesn't need to be reworked; it can remain original and pristine.
As for diplomacy only for money, this can also help a lot at the beginning. Experienced players, when attacking small and necessary guards, always try to keep 3-4 thousand gold in reserve for paid joins. Yes, this will definitely hurt diplomacy because you won't be able to fly around and collect everything. But on templates where money isn't an issue, after many defeats, it will depend on whether someone found a secondary diplomat or not. The endgame will become a game of economics, where money will turn into troops. In general, this idea has been discussed more than once.
We have several strong players who have played a huge number of games with diplomacy, such as BISHOP, HellLighT, Redwhait. Why wouldn't we ask one of them for advice?
It's bad that they are following the path of HotA (eat what they give you). The difference between Fresh mod and HotA is that HotA succeeded, but Fresh mod did not.
igrik's plugin about guarding neighboring objects by neutral factions is very good.
Or are debut systems in chess or authors of excellent new works more often created by average-strength players, rather than champions (and if there are champions, then suddenly it turns out that they have an analyst somewhere on their team)?