Regarding the core>rim problem, would a possible solution of implementing a system where growing speed of barbs barbs increases gradually towards the rim be valid? This would mean those that start in core have let's say 1k barb towns while they are in their nobling stage, while those completely on the rim have 9k barbs when they get to nobling stage. This would even up the disadvantage of players starting late on the rim. The core players would be at let's say 20 towns surrounded by 3k bars, while the new players on the rim would be surrounded by 9k barbs, giving them chance to farm more, and expand faster, to catch up with the core. Again, just an idea, not sure how valid its implementation would be.
And let's not forget something else - the recent increase in premium price, but not only that, as the main problem with that increase is that it forces people to buy premium with credit cards, in large bundles. I know dozen of players on .hr servers who were buying their premium with SMS - now they don't play anymore because they don't have a credit card, and buying with SMS is too expensive.
To try and sum up some of the points mentioned so far:
1. Lack of good marketing
- this is something InnoGames need to solve. My suggestion would be ride the FaceBook train, make something up so TribalWar mentions get enough 'likes' to spread around, what some of us on Croatian servers are doing is spreading the link for TW around Facebook and inviting friends to try it out. I hate social networks but sadly they are the best way of marketing something these days
2. Better tutorials for new players
The current 9 or 11 pages tutorial box that opens when starting a world really doesn't do anything to help new players with the game. The regular person probably won't go on public forums, to search for tutorials and advices. Even if they see couple of them, they probably won't be arsed to read a bunch of text. My suggestion would be video guides, done in progressively advanced notion. Start with basic stuff, then move towards the more complex. Nag the new player with links to it, be boring, but make sure they take some time and go through those tutorials. Let them see the benefits of premium account at least in that way.
3. Worlds with ending
I think many would like this, have worlds last 1.5 years as a fixed dead line, and possibly have a survey around that time for possible extension of that date. Make smaller worlds, with incentive for players to keep playing it. I would imagine players would feel more proud if their accomplishments were uniquely linked to their profile, so whatever the world they are playing, along the 'You pillaged most villages today', there were awards like 'Most aggressive player of w25', 'Best defender of w34', 'Rank 3 player of w16'...It might even give some incentive for those world hoppers to stick with one nickname and fewer worlds, so their list of accomplishments show their achievements.
4. More friendly worlds for newer players
Make worlds where farming doesn't have that much effect on the world by reducing unit hauling capacities, and increase pits resource production. Set up a world with no premium (not sure if that would be financially valid). Try to implement a world where barbs gradually grow towards the rim, so the players who start late can catch up with core players.
Will add few more if I remember something new