There's been some talk lately of some war washing over the face of the Hearthlands.
This is not a bad idea, frankly. I think that a war would lead to some interesting stresses and interactions; and I think they'd be easy enough for the uninterested to avoid, unless some army is actually interested in seizing two or three straw baskets worth of q20 grain from wilderness farmers...
Unfortunately, the only reason to have wars at present is the constantly seething forum drama. This is, frankly, not fun. It's all well and good to loose a few hundred hours of character development for the king, or to defend one's hometown. It's not so nice to loose a character trying to shut up some annoying (goons/pubbies).
What is needed, I think, is a good reason for war within the game. Perhaps some rare resource, or other valuable. That is the first part of my suggestion: "An in-game Casus Belli."
Now, my second... well, not so much a suggestion as it is a general idea. We now know that the Ring of Brogdor is defunct. However, it's a lovely piece of work. It's got such feeling in it, you know. How can we re-use it in a way that will both keep it from being seen everywhere while still being occasionally seen?
Well, part of the problem with using a resource as a Casus Belli (roughly, "Case for War) is that one can pretty easily buy the finished product, and simply holding the source of said rare resource, while convenient, doesn't really make you a target for attacks.
If there was a fixed location that, when owned by a town or kingdom or what have you, provided a universal benefit that could not be shared, then you have a drive for conflict. At the moment, it would be difficult for a town to "own" a location that could still be captured regularly by the other side. Of course, war would require further development, most primarily diplomacy. This has already been discussed elsewhere.
So, imagine that dotted, perhaps once or twice per multigrid, where various rings. Holding each one would grant that town, kingdom, nation, or empire (whatever it is that may in the future be implemented) a universal benefit, such as +1 Tile per minute of movement speed, or an extra row of holding space. Other possibilities would be a +5% Q rating for all crafted items or a +15 skill or attribute boost. Balancing these boosts would be important.
There was one other thing. I would suggest this extra effect; no matter what the ring's primary effect, anything built within a few dozen or even 50 or 60 tiles of it would take significantly more damage from all sources, from attackers to degradation.
This is so that one doesn't simply build a few layers of brick wall around each ring you own; rather, one must establish a larger defensive perimeter that allows for more complex defenses and battles.