2)WML
I believe I've supported the moving 23- or 25-hour cycle in the past, so 22 would be fine with me. I hadn't thought about it as much from a "bogging down the server" perspective, though. That's a good point. I had more considered it's fixed 24-hour length to be imposed by whatever mechanism Johnny used for kicking the cycle off in the first place (probably a daily cron job or something). While you could use an hourly cron job that checked if it was actually time to run, it's more difficult to try to set up a self-modifying cron job that would change the cron table on the fly each day to move itself forward or backward.
I was also a fan of the "random" cycle where it could kick off anytime between, say, +2 and -2 hours from the time of the previous cycle (or from a fixed 5am EST), which would give a greater incentive to make earlier moves so as not to potentially miss the cycle altogether.
As someone who has broken from his alliance and joined a new alliance in the past, completely skewing a map to the point that it really wasn't worth playing anymore, I may or may not have a unique perspective on this issue. When I did it, however, I was completely open with my alliance members, discussed it with them, and polled them as to what they believed I should do. Our alliance was teamed with another alliance at the time, both fighting against a third alliance who was almost assured to win the map anyway. Each of our alliances was falling apart as some of the newer players to the game realized that there was actually a bit of a time commitment as their countries became larger and they started having to fight on the front lines, and I was offered a position by both my "friendly" alliance and the opposing alliance. After much discussion with my own alliance, I decided to go with the opposing alliance in hopes that it would put an end to the map as quickly as possible and allow the rest of them to move onto the new map.
Being the kind of person who appreciates honesty with others, I try to be as open and honest as I can be with them and, therefore, believe that the idea of a Binding Alliance is unnecessary. In my experience with my Salta alliance, I feel as though even if I had been in such an alliance as you described below, I still would have been allowed by my members to leave and join the other alliance. After all, we had talked it over. Moreover, at least one of the five members of my alliance was MIA at that time. If I had been in a binding agreement with them, there would have been no way for me to get their permission to leave the alliance. On the other hand, I was the leader of the alliance, so if you say that the method of leaving the alliance would be the same proposal/acceptance process that I used to join, then perhaps I could have just let myself right out of the alliance without talking to anybody.
Nevertheless, I do recognize that the relationship between the treaty and the alliance seems a bit off. That is why, rather than making the alliance harder to break, I would propose making the treaty easier to break in a peaceful situation. For instance, if I had a treaty with you with a 7 day expiration and I asked to break the treaty, it would begin the 7 day expiration period as usual. However, you could, at your discretion, wave the expiration period in order to end the alliance immediately. This would have a twofold effect in that, if you were truly peacefully breaking your treaty, you could both agree to do it and get out of it immediately. On the other hand, if an aggressor breaks his treaty, the other nation could choose to end the treaty early in order to get a jump on the would-be attacker.
Another reason for keeping the "weak alliance" model is that it encourages alliance members to prove themselves to be assets and not liabilities to the alliance. If a weak player isn't pulling his weight, or if he does not follow the orders of his alliance leader or breaks an alliance rule, then I feel the alliance has every right to boot the player at its discretion. This encourages players to prove themselves to their alliances rather than to sit back and expect their alliances to take care of them.
I was also a fan of the "random" cycle where it could kick off anytime between, say, +2 and -2 hours from the time of the previous cycle (or from a fixed 5am EST), which would give a greater incentive to make earlier moves so as not to potentially miss the cycle altogether.
As someone who has broken from his alliance and joined a new alliance in the past, completely skewing a map to the point that it really wasn't worth playing anymore, I may or may not have a unique perspective on this issue. When I did it, however, I was completely open with my alliance members, discussed it with them, and polled them as to what they believed I should do. Our alliance was teamed with another alliance at the time, both fighting against a third alliance who was almost assured to win the map anyway. Each of our alliances was falling apart as some of the newer players to the game realized that there was actually a bit of a time commitment as their countries became larger and they started having to fight on the front lines, and I was offered a position by both my "friendly" alliance and the opposing alliance. After much discussion with my own alliance, I decided to go with the opposing alliance in hopes that it would put an end to the map as quickly as possible and allow the rest of them to move onto the new map.
Being the kind of person who appreciates honesty with others, I try to be as open and honest as I can be with them and, therefore, believe that the idea of a Binding Alliance is unnecessary. In my experience with my Salta alliance, I feel as though even if I had been in such an alliance as you described below, I still would have been allowed by my members to leave and join the other alliance. After all, we had talked it over. Moreover, at least one of the five members of my alliance was MIA at that time. If I had been in a binding agreement with them, there would have been no way for me to get their permission to leave the alliance. On the other hand, I was the leader of the alliance, so if you say that the method of leaving the alliance would be the same proposal/acceptance process that I used to join, then perhaps I could have just let myself right out of the alliance without talking to anybody.
Nevertheless, I do recognize that the relationship between the treaty and the alliance seems a bit off. That is why, rather than making the alliance harder to break, I would propose making the treaty easier to break in a peaceful situation. For instance, if I had a treaty with you with a 7 day expiration and I asked to break the treaty, it would begin the 7 day expiration period as usual. However, you could, at your discretion, wave the expiration period in order to end the alliance immediately. This would have a twofold effect in that, if you were truly peacefully breaking your treaty, you could both agree to do it and get out of it immediately. On the other hand, if an aggressor breaks his treaty, the other nation could choose to end the treaty early in order to get a jump on the would-be attacker.
Another reason for keeping the "weak alliance" model is that it encourages alliance members to prove themselves to be assets and not liabilities to the alliance. If a weak player isn't pulling his weight, or if he does not follow the orders of his alliance leader or breaks an alliance rule, then I feel the alliance has every right to boot the player at its discretion. This encourages players to prove themselves to their alliances rather than to sit back and expect their alliances to take care of them.