This would be stupid and meaningless. As others have mentioned, you have to break all your alliances in order to win the game, whether officially broken or not. Second, the only way this works at all is if the alliance is automatically broken if you attack a player you are allied with…otherwise players could be technically allied and still trying to kill each other—there are plenty of instances where this happens already. The automatic alliance break doesn’t work very well either, since there are plenty of instances where players trade undefended territories with allies to get cards.
The game designers should also not want to include any negative statistics, and would be much better off focusing on improving the ranking system (it sucks—there are too many variables in this game to base it strictly on a w/l percentage, which looks like what is happening), and adding a chat feature so people can create better alliances, and perhaps dissuade would-be attackers from foolish strategies that only cause both players to lose.
What would the cut-off be? 4 armies? 5? 7? 10? Does that number increase as the game progresses? What if I'm not holding a continent, or have 15 armies in a random territory in northern Asia that an "ally" decides to attack? What if I accept an alliance, am minding my own business picking up cards, and my supposed ally is acting aggressively toward me? Maybe he hasn't attacked the continent I'm holding, but he's clearly amassing the bulk of his force on my border or trying to pin me into a certain area to force me to attack another player or prepare to kill me. If I break the alliance, even if I'm not ready to escalate hostilities, that may trigger him to do so.
Team @ SMG
IDEA: A player statistic visible to other players that shows your % of alliance broken before <x> number of turns.
[Note: exact number of turns to be defined.]
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