Initial thought and sure there are plenty of holes to poke in this...
Introduce configurable DECON levels: 1 though 5
Why?
1. Streamline switching between peace build and war build
2. Would make the game more mobile friendly. Plain and simple, it's a pain in the butt to adjust wartime configuration on a mobile phone. For example, war is declared on a user. Having pre-configured their DEFCON levels, user goes into Edit Nation to adjust DEFCON rather than going in and either manually making adjustments to each improvement in each city, or doing import/export functions via their phone.
3. Adds a fun element to the game and able to see posturing of nations/alliances. For example, you could average the DEFCONs of all the nations in an alliance to see that alliance's DEFCON level.
How it could work...
Adjusting DEFCON level contingent on ample resources/cash/infrastructure to add/remove improvements. Allows user to select which improvements to demolish in favor of military buildout, and War Policy for each level.
Allow user to go in and set their default military buildout and select which improvements can be adjusted up or down based on the selected DEFCON level. War Policies can also be selected for each DEFCON level.
DEFCON 1 - Full military readiness. Removes non-essential Raw Resources, Manufacturing, Civil, and Commerce improvements in favor of full military buildout. Adjusts War policy for war.
DEFCON 2 - Increased military readiness, but not maximal. Increase in military readiness to 80% of DEFCON 5.
DEFCON 3 - Increased military readiness, above normal readiness. Increase in military readiness to 60% of DEFCON 5.
DEFCON 4 - Normal military readiness, increased readiness. Military buildouts are at their default levels with updated war policy.
DEFCON 5 - Normal military readiness. Military buildouts are at their default levels with peace-time war policy.
Example:
User Defaults:
1 Barracks / 1 Factory / 1 Hanger / 1 Drydock ;
Variable Improvements (in priority order): Farm, Uranium Mine, Supermarket ;
War Policy: DEFCON 5: Arcane; DEFCON 4: Covert; DEFCON 3: Covert; DEFCON 2: Moneybags; DEFCON 1: Attrition
Logic Examples:
DEFCON 5: User Default
Result: 1 Barracks / 1 Factory / 1 Hanger / 1 Drydock
DEFCON 4: User Default, DEFCON 4 War Policy
Result: 1 Barracks / 1 Factory / 1 Hanger / 1 Drydock - DEFCON 4: Covert
DEFCON 3: For each improvement, if improvement count < 3 then set at 3. Drydock maxes out here. DEFCON 3 War Policy. Difference from total improvements vs. allowed improvements is subtracted from Farm until = 0, then Uranium Mine until = 0, etc.
Result: 3 Barracks / 3 Factory / 3 Hanger / 3 Drydock
DEFCON 2: For each improvement, if improvement count < 4 then set at 4. Difference from total improvements vs. allowed improvements is subtracted from Farm until = 0, then Uranium Mine until = 0, etc.
Result: 4 Barracks / 4 Factory / 4 Hanger / 3 Drydock - DEFCON 2 War Policy
DEFCON 1: For each improvement, if improvement count < 5 then set equal to 5. All military improvements maxed out. Difference from total improvements vs. allowed improvements is subtracted from Farm until = 0, then Uranium Mine until = 0, etc.
Result: 5 Barracks / 5 Factory / 5 Hanger / 3 Drydock
Example Error Scenarios:
If a user selects a DEFCON level where certain elements are out of bounds to support the change (not enough cash, resources, changed policy recently), the action should not fail but user will be notified that the specific update to improvements/war policy/domestic policy was unable to be processed, similar to handling a bulk improvement update if one city fails.
Again, sure there are plenty of holes in this and maybe it's a terrible idea altogether but open to feedback and thoughts from game admins and players.