I think some further thoughts need to be put in how to improve Dwilight.
As it has already been said a few times by a few people, distance is a major issue. It's hard enough to fight one's neighbor, let alone a realm that isn't next door. While, historically, I tended to oppose such measures, the context has dramatically changed since. Back in the days, this was mostly the demand of the northern block who, having eliminated all dissidents, found themselves surrounded by seas of fellow theocracies, and thus sought to travel impossible distances to continue on this model. This no longer applies, as the removal of the West has made a pretty linear continent, where all realms basically have just two neighbors at most, and where deserts, mountains, and seas separate them all. If this war was to end, even a powerful realm as Luria would have limited options should it wish a new war. Reducing the habitable continent size might have increased density (I don't think it has), or reduced its decline (perhaps), but it also means that each realm has a lot fewer realms to interact with. In the old days, I had a dozen of rulers I could write to, seeing how short the list is now was quite a shocker upon my election.
Distance which can be broken down into different factors.
- Travel times: Pretty straightforward, travel times between regions could possibly be universally reduced, say by 20% or any other number. This would mostly help reduce the impact of the continent's major geographic barriers (deserts and mountains), as one still can't move more than 1 region per turn, no matter how small the travel time.
- Troop morale & wear: Distance from realm can incur serious morale loss, stacked on top of high equipment wear. Reducing wear from travel and morale penalties can help realms be effective afar.
- Sea zones: the travel system is unintuitive. The sea zone limits are as well. Aside from the tweaks proposed of allowing one to turn back and the like, one could make it so that all sea zones take exactly 1 turn to travel, and the borders could be re-drawn to minimize zigzag paths the current ones favor. I had already proposed better sea zone limits some time back, I could dig these back up.
- Seasons: the travel penalties could be revisited. I don't think BM really has a Scandinavian climate, so the travel modifies don't need to act as if the troops must cross through two meters of snow.
Then there are other things that can also affect fun, for example, the prospect of recolonizing the West. By this, I don't mean having every western region part of a realm as it was before the invasion... while reducing the habitable continent size might not have increased density much, increasing it would have a certain effect. However, maintaining the possibility of limited establishments would open many opportunities. I haven't seen the size of the western hordes in quite a while, so it's hard to comment, but PvE has always been a significant part of Dwilight, and most realms had or still define themselves by their achievements over the overwhelming hordes of the days, of having beat the odds to settle something stable. Many of these failed, but it is undeniable that overall, the prospect of colonizing impossible lands seduced a great number of players, and made Dwilight unique. I think we need to bring this back.
- Monster spawn tweaks: Make it so that (massive) rogue spawns don't occur in held land. There will always be plenty of rogue regions for them to spawn in, I don't think it necessary for them to spawn in realm-held lands as well.
- Monster size tweaks: Huge hordes that no coalition of realms could ever defeat are not much fun. I don't know what the situation is right now, but more numerous smaller hordes than fewer larger hordes offer more possibilities of a struggle against them, instead of an instant total wipe out.
- Monster behavior tweaks: huge static hordes that can't be displaced aren't much fun. In the west at least, rogue units should frequently travel, perhaps every single turn, and not simply squat regions. Monsters blocking the path to one's destination? Wait and pray they don't come your way. Cleared some land? Don't assume the neighboring hordes will stay away. Additionally, rogues shouldn't just be waiting on the shore for the ships, as an organized army would. Disembarking onto a coastal region from the sea that's held by rogues shouldn't incur the same penalties as doing so in an enemy region would.
Again, this isn't to spread the current player base over twice the land once more, but to return a limited form of PvE back to Dwilight. Make it possible for the realms to reclaim the coastal cities with reasonable effort. Make it possible for the realms to reclaim a few adjacent non-fortifiable regions with great levels of effort, often failing and often having to restart. Lurians might find the current war fun, but no one else does. PvE, however, has kept Dwilight vibrant for most of its history.