Well, the domination world is winding down, and I'm trying to think of more feedback to give.
Number of villages: This one I'm not sure how I feel. On one side of the coin it's awesome having that many villages, plus it's a great way to help populate a less populated world, but on the other side of the coin it's crazy trying to manage that many villages plus they don't feel important. You can raze an enemy village or lose one of your own and you don't even really care. But, with no ID, losing villages happens constantly. I feel that the hurt of losing a village is pretty balanced with the difficulty of razing it. However, I would suggest that a small increase in the price of charters might be in order. As it stands, I haven't even bothered sending our merchants in days and gold is just kinda an after thought to me. If I was focusing on making gold, I could easily make 800k-1mil / day, that's enough to pay for about 4 charters.. kinda ridiculous.
With all those extra villages comes the whole faith point debate. Faith is also just kinda an afterthought, unless you spend a week trading faith with someone. Between all the quests and all those villages churning out faith, there's just too much of it to go around. Perhaps increasing the price of voting to 2x would help with that? It certainly would fall into the theme of a world that's to be primarily decided by combat.
Speaking of combat and glory, after further thought on the quest rewards from glory, I feel they should be reduced by 85-90% or completely removed. Perhaps setting an alternate reward of a card pack or something instead of the standard reward might encourage more players to play on this type of world.
Speaking of players on this world. The population seemed low from the start, and it seems to have declined throughout the war. I didn't expect this type of world to be as populated as say, USA1, but worlds need players other than just the big hitters. Teams and alliances should consist of hundreds of players in my opinion. On standard worlds the none carders tend to band together to beat up 1-2 really big carders and generally win over time, but I think the reasons for lack of players on this world are 2 fold. Firstly, players feel less inclined to play on a world that they know will end after 100 days. They feel they will "lose all their hard work," even if they generally will only play on a new world for about that much time.. it's psychological. Secondly, and the bigger reason I believe, is that people who aren't carders don't realize that they CAN fight against none carders and still win, especially if they team up. They feel that the world is over before it even begins. Perhaps offering another incentive to play, like mentioned above (or like that awesome contest, but unfortunately no one really knew about it until late in the game.) Other incentives could be ingame quests (not contests) that might offer a chance at a couple card packs or something if they fight a much higher ranked player or something.
I can't really think of much else. All in all this has been one AMAZING ride, and I'm glad to have the opportunity to be a part of SHK history on the first of (I hope) many Domination worlds.