Hello. Sorry I've only recently been allowed back To forum from a one year ban, so I'm a little forum junkie at this time. Anyway. I want to show for anyone who is interested in the intricacies of the hitting mechanism, how skewed it is, or how advantageous it can be for those who like that kind of thing. Traditionally. The hitting mech worked so that you could could hit or be hit by a player 5x bigger or smaller than your current stats. That worked well enough 4 years or so ago when there were only low lands and high lands and a crabby bunch of buildings to choose from. That doesn't work now. A 10 mil Cs player can be whacked by a 50 mil Cs player which is ridiculous. Basically you can be hit by a player that you can't even successfully scout using full pots and mith. That's not good for any one. Especially you if you are the smaller guy in that exchange. Worse. There are kingdoms like mine. This is what my lowlands look like... If I try to hit for example here. Cynderstryke. This is what happens I can't. He is to big.. But. If I build just one lousy level 3 guild in the top middle which I keep empty. Boom! He is open for me to scout, hit, steal etc. Then I simply sell the guild and he can't even scout me. Regen and repeat. There is not a damn thing a player can do to stop you except use alts or call others etc. The point being. You can essentially work your build back to any size that is just a minor guild between being to small to hit and not being to small to hit. Sorry if this is long or well known information. I thought I'd share it for interests sake. For what it's worth. My god it can be fun hitting big guys who's only option is to farm your wall while you decimate their troops, spies and gold. Developers probably need a new equation for both ends of the hitting mech spectrum in modern kaw, as the old one is seriously skewed and redundant.