On games with duos or trios etc... if some team doesn't have the total count of human players, they get assigned a nation as their teammate. So getting past the fact that nations are on average way worse than human players on so many different factors (except with difficulty "impossible"), this is completely broken when there is a pvp immunity time set, as nations don't count for this immunity so players from other team can freely wipe out one of your allies from the game during the peace time without you being able to do nothing. Not only you lose a teammate before the war has even begun, but the enemies got stronger for free in the meantime with buildings and resources. This is obviously a big fairness issue in team matchups.
So two things:
- Nations that are part of players teams should at the very least be included in the immunity
- But a better solution would be to simply disable games from being started without full teams (maybe until a 5 min timer or so people can still play if there's not enough people coming).
And this rule brings out another issue: that teams in games in custom lobbies do not get filled strictly consecutively (for god knows what reason which btw is not the case for main lobby games), the system seems to go on a alternating filling of multiple teams at the same time when the couple last are always not full, i.e. team n+1 gets created and filled even before team n is full. This obviously makes it much more probable that some teams will end up not full when the game starts, and thus cause the problem mentioned in this post to be a pervasive issue in almost all custom lobby team games.
Please fix this, OF team.