Deployment Limits: a Tactical Option (esp. for Multi-Attack Games)
This is a simple idea which makes games really interesting, and it has the bonus of being (probably) incredibly easy to implement.
It's simple: a deployment limit states that, on any given turn, no player may issue a Deploy order of more than X armies. (I like 10 armies, myself, so if it can't be adjustable, 10 would work well.)
In other words, you cannot deploy more than X armies to any given territory on any given turn.
This makes Multi-Attack games a lot more fun, and feels, in practice, very much like Local Deployment, except that you don't have to create long and unwieldy "supply lines". To have a military advantage over an opponent, you have to surround them and control more of the territory than they do.
The only challenge I can see is that it must be possible to override this rule in the case where you have fewer territories than income. (Although this would be incredibly rare, and the game would work just as well if you weren't allowed to deploy extra armies, instead.)
I've played more than 50 games with this setting (simply by having all players agree upon the rule, to test it), and it's been a big hit.

Hey all,
I’m pleased to announce that deployment limits can now be played using the new mod framework!
Check out the mod “Deployment limit” mod by dabo1!
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dabo1 commented
done now. (Mod)
dabo1
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wct commented
"Fizzer (WarLight Creator, WarLight) responded · April 15, 2016
I love this idea, and I hope we can add it to the game some day. Thanks for the suggestion!"
Great!
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wct commented
"The only challenge I can see is that it must be possible to override this rule in the case where you have fewer territories than income. (Although this would be incredibly rare, and the game would work just as well if you weren't allowed to deploy extra armies, instead.)"
I don't think it would be 'incredibly' rare, just rare. But you could easily have a simple choice option to add to this: 1) More income than territories allows works like Army Caps, meaning you don't actually get that income to deploy during your turn, or 2) More income than territories allows you to dump the 'remainder' into only *one* of your territories, after all other territories have been deployed to maximally, or 3) More income than territories temporarily raises your 'armies allowed per territory' limit to exceed the base setting, until you capture more territories. E.g. 34 armies to 3 territories with a base limit of 10/territory would temporarily allow you to deploy 34/3 = 11.33 which rounds up to 12 (to allow all armies to be deployed). So, at least you'd still be forced to spread your armies around. (If you capture another territory, the limit obviously goes back to 10/territory, since 4x10 = 40 > 34.)
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Anonymous commented
That's a great solution, inquisitor.
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inquisitor commented
=========================
The only challenge I can see is that it must be possible to override this rule in the case where you have fewer territories than income. (Although this would be incredibly rare, and the game would work just as well if you weren't allowed to deploy extra armies, instead.)
=========================There is a way we can keep it consistent and don't need to touch the rule (i.e. all armies must be deployed).
We compare two numbers. The first is your set limit per territory. The second one is total number of armies / total number of territories owned. Whichever higher will be the limit that turn. The formula will be:
=max(limit per territory, total number of armies / territories)
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Steffen Laursen commented
A very good idea. Flanking, more realistic deployments, doomstacks take longer to create. I like it.
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Anonymous commented
To clarify, an example:
Your production is 76 armies per turn. The deployment limit is 10.
This means that the most concentrated way to deploy your armies would be:
+10
+10
+10
+10
+10
+10
+10
+10
+6 -
Anonymous commented
(By the uservoice author, from the thread:)
"It's customizable, which is what I see as the main benefit:
Want a slower, more local-deployment-like game? Set a low limit, like 3-5 armies per territory.
This will give you the feeling of a slow local deployment game: you have to carefully gather armies and plan well ahead as they move around the map along "supply lines".
Want a faster, more dynamic game? Set a higher limit, like 10-50 armies per territory.
This will have some of the features of a local deployment game, but move much faster. You can't deploy all your armies in one stack (unless you're a small country), but you can still concentrate your armies very quickly and move fast.
That creates a setting somewhere in between regular Warlight and a Local Deployment game."
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Anonymous commented
(From the thread) This rule has other interesting side-effects:
For example, it matters now what proportion of a bonus you control.
If your opponent has a 6-territory bonus, and you'd like to break it, in regular Warlight you'll want to make a big stack and just invade one of the territories. That's the most efficient way, and the hardest attack for the opponent to counter (or to recapture).
With a deployment limit, you'll need to capture more of the bonus (to be able to out-deploy your opponent), and ultimately capture more than half of it if you want to take it over on the following turn(s). If you take four out of six territories on an island, for example, you'll have a better shot at capturing the bonus on the next turn than if you just captured one or two.
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Anonymous commented
There is some discussion of this feature going on at the forums:
https://www.warlight.net/Forum/82395-deployment-limits-easy-new-rule-implement
The response is very positive so far.
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Fakrwullof commented
A less annoying to use version of Local Deployment, with the added bonus of allowing flanking and just in general much more realistic, believable, and fun play.
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Anonymous commented
I find a deployment limit very interesting, as it allows for a variety of strategy.
For example, there is now an advantage to surrounding your enemy (whereas in regular Warlight, *being* surrounded is generally to your advantage, since your opponent now has to guess where you're going to attack). With a deployment limit, though, having more territories bordering your opponent is actually an advantage (like flanking your enemy in battle).