1) I think players quitting and countries immediately disappearing is dramatically hurting the game. Players seem to often quit when facing a larger opponent, which leads to the larger player simply snowballing in size. It also doesn't really make sense, since a leader giving up wouldn't lead to the country simply vanishing. What would happen is another leader would step it to take its place.
So, as proposed in the past, the game will be updated to place abandoned countries in a queue where they can be claimed by new players. To eliminate the concern about existing countries in a world "trading up" (i.e. abandoning their country and claiming a larger one as soon as it becomes available), a player who abandons a country in a world will not be able to claim a different country in that world for a period of several days (most likely three). (The player can still immediately rejoin as a new country, of course.)
Not only will this keep the worlds more dynamic and fulfilling (as I never imagined anywhere near the number of people quitting as I'm seeing), but it will also provide players with the ability to play the game in a more short-term manner.
2) Countries joining after a world has started currently receive the standard starting rate ($12,000) plus $100 for every day the world has been active. That was just an arbitrary value I decided to try initially, but I never revisited it. Since every player receives upwards of $8,000 a day, that amount needs to be adjusted dramatically. Instead of $100 for each day, the value will be $1,000. This gives players joining late a wee bit more of a fighting chance while still only being no more than 12.5% of what existing players earn. (That percentage is much smaller in practice, though, since existing countries obviously earn much more than $8,000 as they expand.)
3) In order to address the issue of players logging in later having an advantage over players who log in earlier, a change will be made to the creation process. Rather than objects being created immediately, they will instead be created as "ghost" objects (i.e. appear faded on the map) and be created during the Daily Cycle instead (after attacks are processed). So, for example, if a truck that creates a base during the day still exists when the Cycle runs, then the ghost base will become real and usable the next day. If not, then it simply will never be created. If a base creates a land unit on sector 1.2, and if that base still exists and sector 1.2 is still owned by the player, then the unit will be created and available to attack the next day.
There will be two exceptions to the delayed object creation. One will be bases on a country's own capital. The other will be air units, which will be usable for attack immediately. (They operate more as a function of an air base than as actual separate objects.)
With those changes, the time a player logs in should have no bearing on the game.
4) The new forthcoming 1024x512 map is going to also have a different money model. Instead of players starting with $12,000 and earning money each day, all players will start with a certain fixed amount of cash (probably $5,000,000) and will not earn a penny more from resources as the game plays out.
If anyone has any feedback on any of the changes listed above, please feel free to share! However, please do not use this thread to propose new ideas for the game.