Considering Metraxa is not enjoying the game at all the moment and one key players (Oshiro daimyo) has left and merge no longer giving player advantage to the alliance, we could discuss how in end the conflicts went and sort 'write the history' how it went and start over anew with new rules or changes based on how game went first time.<br/><br/>I myself would say that invasion to neutral territories should not be 'safe' as every time you go there, there is resistance (local bandits, rebels or lesser clans etc). So invading square with castle you may face minor clan holding ground there and forcing you to battle there. So you need invest more than 1 unit to player who invades to neutral territory (and not neccesary do with one with just 1 dot in warfare skill). Perhaps make it so when invading neutral squares they are easy (6) warfare rolls establish control? Needing units equal or more than units wielded said square (GM could roll secretly this and then give number and let player decide will they roll or not), any units above invading force adds difficulty to mediocore and hard if enemy forces are twice as more than yours.<br/><br/>Also overall I do agree fleet movements should be hidden in general and perhaps give them wider range to travel than just one or two locations from islands. Example southern island has just 2 sea routes when it could have 4 or 5 even. Also invasions are hidden unless other players have squares adjacent to neutral/PC territory (or PC holding guarding stance and thus extend their detection range to see invasions where as normally you do not see them).<br/><br/>Considering added secrecy a new action called 'scouting' could added; gives intel on neutral territory forces/threats (and if invading and via scouts hear there is force coming in, it gives player option to abort if they do not want battle enemy clan over the same territory). Overall because everyone knows which square which clan invaded, everyone avoided most cases invading same squares (and thus avoid armed conflict).<br/><br/>My own suggestion is also that when building the upragde buildings, you need a empty square in own territory and place the upragde building there (so example I would need place where forge and academy are located). If enemy player takes over said upragde building/square, they can use the upragde building as theirs and original player who build it cannot use it unless he/she reclaims it. Also there should be option to build 'walls' around own territory, costing iron resource and gives +1 when anteing a unit (castle gives +2 and you cannot build walls around castle square).