It could be called "experienced armies." It would be totally toggleable, and if you have armies with different experience levels, you could choose which armies attack, either the experienced or non-experienced.
My ideas: 1. Have it be an option to have a "regional support" setting, as in when you just take a bonus it's value is at a certain toggleable value, and every turn or several turns it would increase in value at a certain rate until it gets to its full value. When a player no longer has full control of the bonus, the value returns to the minimum, and when the player recovers the bonus or another player takes it the cycle restarts. 2. A "ravages of war" setting. When a battle takes place on a territory that has cities (in commerce), a certain percentage of those cities would disappear. This could be variant according to the number of attacking armies.
I would like to have some quality of life updates like movable player/orderlist, chat not so wide that's still possible to reach the menu (especially in mod games). Also good would be performance optimazations. The engine seems quite slow on huge maps - with Firefox and with Chrome. Main problem there is about the army counts on the deploy stage. (maybe there are already optimazations I don't know yet)
*added into EDIT* Also a good quality of life feature would be the loading span of the chat - In big diplo games I won't load the history of the ENTIRE chat... usually I just care the current turn or the last (1-3) turns. Also, in PMs would be also good to seperate the chat history into turns.
The limited multi-attack thing should be moved from mod to game setting, and multi-transfer should also be possible with this setting. As in, you can attack/transfer the same armies x amount of times in a turn.
For 4.21, I really need the edge cases to disappear. Additional features: 26 - City multiplier (commerce only): Basically like army multiplier, except if base is 7 and multiplier is 3, then first is 7 gold, second is 8 gold, third is 9 gold, fourth is 11 gold, fifth is 13 gold, sixth is 15 gold, seventh is 18 gold, and so on, following the army multiplier of 3. Basically, this creates really expensive cities. (base+((citycount-1)/3))+1 is the formula) 50 - Stock scenarios: Basically adds a few scenarios created by Fizzer for every map. 48 - Team games with kill rates for individual teams: Allow teams to have different kill rates. This could create for some unfair gameplay. Example: Team A has a kill rate of 100/100, while Team B has a kill rate of 5/0. 9 - Surrenders must be accepted by XX% of players: When XX% of players accept a certain player's surrender, the player that surrendered surrenders out of the game. 23 - Surrenders must be accepted by all teammates: In a team game, when all of a surrenderers teammates have accepted their surrender, then the surrenderee surrenders out of the game. 46 - Override connections: Allows the ability to add, remove, or modify connections.
Next big Warzone update will process through 6 phases.
Phase 1: Removal of QM -Fizzer finally sees that we want less people playing QM and more people playing real-time open games.
Phase 2: The removal of some unpopular maps -Fizzer makes a move we've all been asking for. Rise of Rome, Imperium Romanum, Small Earth, and Railways of Great Britain.
Phase 3: Fizzer gifts Warzone to one of his best friends -Fizzer (who would like to retire) gives all rights of Warzone and Warlight to that stream channel thing CursonaFun. This will be a lot earlier than many predicted.
Phase 4: No longer free to play -Under new leadership, Warzone is no longer free to play. The opening price will be $300 a year or $65 dollars a month. Existing users have 3 days to start paying or lose their accounts
Phase 5: Deletion of the forum -Since the forum will only be people discussing how great the game is now, CursonaFun decides to delete it before it becomes a true echo chamber.