The idea is simple, we on Euphrates server as covenant held out for almost a week, and then we got curb stomped into oblivion by two factions that teamed up against us for 2 days both being flagged and killing only us yellows.
We lost 3 turfs in the span of 2 days. This is to be expected in a pvp game, but what pvp games do, is that they do not punish you for loosing for EVER. World state should be temporary, and each season lasting 1.3 months.
WHY 1.3 months?
In a game where 3 days is enough to go from 0% to 100% owned by one faction, 1.3 months is a very long time. Knowing how important gold is to making potions, crafting, making gear, the crazy taxation rates allow one faction to make 100K every 4 days if they own 3+ turfs. The result is the total domination through levels, gear, gems etc.
This time frame, means you need to be spending roughly 1000K on upkeep of all turfs, as you have 10 seasons a year. This prevents inflation from becoming a problem, since it removes all gold from pilling up. Furthermore, it allows those that lost to sit and collect gold for a few seasons and contest when they are ready.
By the mathematics of distributive properties, doing so ensures that every faction has at least 1-2 seasons a year where they can progress. This is a lot more fair then what we have right now, where loss is permanent, they upgrade cannons to level 6 and your forever in the state of lost.
Rewards?
Individually you would have log in bonuses, for those who play every day, to reward participation, and milestones that the more you play the more rewards one gets- think for honor and troop contribution.
The winning guild would get a random boxes of purple gems, or crafting resources, and winning faction would get a random box of blue gems. This would be a good incentive because gems are hard to get and you need thousands.