...Huh. Seems I swapped you for Alaska at the last minute, even though I'm pretty sure you were the
first. Sorry about that.
For conventional combat, I would suggest doing what you suggested with a 48 hours for not only defenders, but all nations with official alliances with the attacked. It prevents the loltastic strategy of ALL ARMIES INVADE EVERTYTHING IN SECRET LOLOLOLOL.
It means an attacking nation has to actually think about what their forces can do between crossing a border and the beginning of next turn. If a player overstretches themselves and all of a sudden are beset on by neighbors, then that's a problem.
Alaska, anyone?
Aye, defenders and their allies; and with that in mind I think I will lock the attackers so people can't pull weird feints. You're absolutely right about maintaining a purchase ban on nukes, but unlike Tani, I am
not setting retaliation to default unless players give me orders that dictate otherwise. I'm iffy about whether the defender is allowed to buy anything, or simply strategize; maybe I'll set a cap for preparatory draft; total conversion, like what happened in Poland, could be... annoying, economic impact aside.
I've also thought of a new way for military to influence revolt risk: its size compared to the civilian population. Too large an army creates unease; too small invites lawlessness. What do people think is a good range? I'm looking at a "safe" interval of 10%-35%, and then each percent over or under translates into +1% RR.
Speaking of military, here are some of the numbers I've thought of:
Army - 10 gold, 1 pop, 2 gold maintenance; since I think "real" pop value is x10K, each represents a division.
Air wing - 25 gold, 0.2 pop, 5 gold maintenance.
Navy - 35 gold, 0.4 pop, 10 gold maintenance.