Now that we have Empire Seen Data, the plan was to bring back the inactive-removal script.
The script would delete players if:
- their empire is tagged by the leader as inactive
- their empire is actually inactive. as in, has not had any interaction with the game in the last x hours
This is how it was before except it worked on last-login, not last-seen. It was also a mix of automated and manual scripts, which was a pain to manage. The automated script ran once a day.
I was working on updating and bringing it back when it occurred to me: why do we want this to be handled by a script anyway?
Why not put the removal in the direct control of the family?
Current (disabled) Inactive-Removal Script
- checks once per day
- if empire trips the checks, empire is deleted
- any non home-planet planets become re-explorable
- all empire resources are removed
Proposed Inactive Status Effect
- no scripts are needed
- if empire trips the checks, the game sees the empire as “actually inactive”
- non home-planet planets become “re-claimable”.
- defenses stand down if attacked by family member, no infra lost regardless of size difference
- all current and incoming empire resources are sent to family leader
- when the empire’s last planet is removed, they are removed from the family
Again, to be extra clear, this would only be for empires that are actually inactive. This would not be a tool to force players out. If they’re playing, this wouldn’t work on them even if the leader tags them as inactive.
The way it was before, the empire just got blasted into nothing, and newly-explorable planets left the family vulnerable to vultures. It was a 2-hit punch.
The proposal here would allow the family to recoup their investment, while also preventing them from losing territory. It would help mitigate the pain caused by inactives, not compound on it.
This isn’t an unsurmountable amount of work, and I’m in the code anyway so now would be a good time to consider it.
What do you all think? Am I overlooking any potential issues or exploits?