Destroying the coronation stone of a Realm no longer dissolves that Realm, but rather "only" reduces its authority to half, and prevents the Realm from earning further authority. The Realm retains its members, and any member with territory management permissions may construct a new coronation stone somewhere within the Realm's territory.
I think this will backfire in the next world, or even in this one. Right now this makes it far more profitable to have 0 kingdom buffs and extend over all the villages you see. If your coronation stone will be destroyed, your authority drain will be minor if you won't have any kingdom buff. So, instead of proper kingdoms, the game will end up having factions rushing their kingdoms, claiming as much land as they can + setting no bonuses + having dual kingdoms (1 for having 0 buffs and getting exp). With the challenge cost being so high, it will make other late-coming kingdoms struggle with making their own. Mind that the coronation stone cost is not that high at all. Therefore, the kingdoms that managed to spread out will be basically unkillable.
In short, it should be more profitable to have a proper kingdom, that would require proper management, creating central community hubs. The problem with that is that the people are less likely to move to the new location if they have settled already. Meanwhile, brand-new players cannot defend themselves properly from pvp kids, that won't even bother to develop their own kingdom.
If you would like to keep it that way, every next coronation stone should cost 3-4x of the base cost. So, kingdoms would actually be killable in some way, so that the old owners won't have enough time to gather enough mats.
Kingdom-management suggestions:
- it would be useful to be able to hide the authority bar. Spies might tell the enemy the authority inside of the realm, and detect whether it is being extended right now. So the enemies would be able to find the fresh cheirns and break them with that information on hand.
- being able to choose who is see the kingdom chat and not (ability to ban the person, basically, without exile).
Things noobs were asking for in conferences and private chats:
- I am being constantly asked when we will make bonuses for carpentry, smith, dexterity and psy by the people who do not know about how the system works. Think, there should be some more kingdom statues implemented that would require materials that can be produced/found by the noobs (enhancing trades). For instance, steel, glue, gold, dried/wet hides, more silk usage and etc.
- Travel weariness cost reduction statue/buff, so people would be able to travel to the market and other areas with lower charisma*exp. Or/also make an extremely expensive structure that would require no travel weariness to port to (without visiting as well). That would help to the markets and kingdom's community centers. + they could be used as spawn points as well (optional turn on/off).
