Or have a bank like it was said if we have to bank for war we loose a lot of our gold in pots or bars. Also for new players that want to war they put up sdt in LL HL or Frost lands they loose plunder. I tore them down to put in new lands so we lost a lot of gold. Not sure if it was said I'm to lazy to scroll through the pages
Admitedly i only read page one :lol: But nah I don't think that. Even though it makes more sense to go 1-10 on paper, when you're playing it's just much cooler to tear down buildings and raise up these cooler stronger ones. And what I was saying about the only 3 levels, im not saying nerf the power just make it feel more powerful by larger jumps in stats it just feels like more of a player progression to me
Personally troop and spy units should have the same cs and #troops at a given tier. Additionally all spy actions should pay immediatly instead of a ZOMGBBQ HUGE end of eb bonus. All builds should go to level 10 too
There is another thing this might be off topic if we cast woc can there be a lock on hiring allies so ur not screwed before war or a lock on hiring allies from someone as soon as sign ups are over instead of when we are matched up. It's just and idea
Just throwing this out there . . . What about the ability to actually destroy an enemy's buildings? I think it should take a lot of effort to destroy a building (not just running down someone's armies/spies to zero). Just how hard it should be to destroy a building should be an issue for discussion. As for recovering from the damage inflicted, there could be a number of possibilities: (a) The buildings themselves regenerate/repair themselves every X hours. (b) Buildings cost a small fraction of their original cost to rebuild (and by small fraction, I mean like 5% of original build costs). (c) You could purchase "repair crews" to repair your buildings and have the cost of the repair crew scale with the size of your kingdom. (d) They actually are destroyed and cost the full amount to build them again. As it is, there is no way to truly put the hurt on an enemy kingdom . . . you strip them of allies, but with RotW/HTE/ZTA, getting back to max plunder is only an EB or two away. Just a thought . . . feel free to flame, support, troll, etc.
I'm a noob, so correct me if I'm wrong... Don't steals give a lot more of plunder? In all case I think this works this way to give an opportunity to win to any side. Otherwise only ps 1 good rosters would win every time.
Assassinations kill both troops and spies, but there is no corresponding troop action that kills both enemy troops and spies. If a hansel were able to kill 50% of an attack heavy troop build's troops by dumping the hansel's troops -- then a hansel would be too overpowered (some say they already are)--but I digress) because then the hansel could kill the remaining troops with assassinations. So if you believe a hansel build should be able to kill 50% of a troops builds troops by dumping the Hansel's troops, there needs to be a compensating troop action which can kill both enemy spies and troops. Or, alternatively, spies only kill spies, and troops only kill troops.
I like what devs did a while back when they doubled the number of levels each building has, and halved the price for each upgrade, etc. However, it does feel that stat and plunder increases are much, much more insignificant now. It seems that they aren't offering as much as they used to before. I do agree that the more you pay, the more stats you should get, but it seems like the only way to grow is to save excessive amounts of gold to upgrade single buildings, instead of spacing them out in a manner that is much more affordable.
Alright charlie. So idk if this is related to what you wrote at all, but from personally experience, t1 buildings are no goes. If we get vollied to say 30b we have enough money to get forges lvl 2 and guilds level 2 on all lands (T1 isnt even used). On highlands the guilds rarely get used save for 1-4 when first unlocking the lands. By this time the event is normally over, and we have anywhere up to 4.5t thanks to the new jump in bars. (Even if we hit 500 items we still get more than 1T). At this stage Sos/T3 Are not worth the stats per land unlock cost,and many players will skip it and go straight to t4 buildings (hatcheries/hives/t4 spy building) In hoarfost lands, the best ugs are lvl 1 and lvl 9-10. From personal experience i have unlocked 15 lands first and went straight to abyss lands, as hoarfrost gives the worst stats per ug/cost compared to other lands. My main is 1 y/o (5month brake)and the last time i added significant ugs to hoarfrost was 2 months after i started. Tlr Lowlands (T1 unused) Highlands (t2-3 rarely used) Hoarfrost best ugs (lvl1 , lvl9-10)