In chadz OP he asked how would you do Strat from scratch. It's a good question. Considering we have been beta testing this game for years I thought about what works, what doesn't. This is a simple summary of my thoughts on the subject. I can go into a lot more detail on these thoughts if anyone is interested.
1. Make Strat a turn based game.
I realize that this is a huge change, but I think it would be very cool. Example: Once a day you give your Strat character a command. (For Example Move, Attack, Defend, Raid, Recruit, Train or Collect Taxes.). Then at a specified EU central time all of the orders from all of the players resolve at the same time. Battle times would now be set based off the actions taken.
2. Break-up the Strat map into small regions with defined boarders. Each region consists of a village, castle, town or something else.
3. All Strat players play on the same map
4. Delineate time regions on the Strat map that correlate to real life time zones. (IE. Longitudinal lines) Battles fought in these areas automatically start building off of that regions RL prime time(7PM, 8PM, ect...).
5. Get away from micromanagement.
For example: Strat players would recruit peasants, then could train them to higher levels. Say Foot man, soldier, knight ect... Players from the cRPG page would create gear load outs for each troop level(peasant, footman, soldier knight ect..) for their character. Each troop level would have a cap on gold that could be spent. When a strat battle occurs players select the troop level they will spawn as, from the available troop types, then they spawn with the equipment they set on the cRPG page.
Lastly we need to define what type of game Strat will be. Is Strat a persistent world MMOSG(Massively Multiplayer Online Strategy Game) that has no defined end point? Or is it a strategy game like risk or chess that has a clear victor and end? Answering these questions is crucial for determining the mechanics of any game.