Lord Ross 12-29-16
O.k., I got a lot to say, I do agree with some of the above items, but most of the players posting here are missing the more detail stuff that I will bring up, and differently there is a lack of visionary ideas here which I will expand on, more just fixing existing ideas. Not sure what the developer is looking for for ideas.
1- Tribe limit of 20 forever. That will solve lot of problems, and will block the merge to win crap that has plagued the US servers.
A novel idea for a world might be the survivor island idea, where the tribes start at 25 members and go down 1 member each month until they hit 20. But 20 has to be the max number of players. I would be even happy with 15.
2- 1 Player account sit only. You end up with big tribes that have like 3 or 4 super active players that sit the whole tribe during off time. I would limit account sits to only 1 player, and you can't sit another player until the player you are sitting returns and ends your sit.
3- PP exchange needs fixing/
4-I agree about the morale issue being fixed after you reach the 45% domination level.
5- I would like to see casual 1 start to have a slow expansion of the attack level, i.e. 20% size now, maybe increasing 1% every month until the world becomes a full competitive world, and there is finally a possible victory there. Casual 2 can become the new casual 1 then.
6- Watchtower fix. It needs a much higher level 1 farm space, something similar to a church as it is a cheap farm space, 500 , for a level 1 to see incoming attacks. At 2750 or 5000 farm space for the level 1, it becomes too expensive in farm space to build one in every city and would then become spaced like churches which I believe was the original idea of the developer. Like a radar station.
7-Scout telescope issue. I like the idea of having that in every world, I would just tweak it by having to have at least 100+ scouts surviving the attack before the telescope effect kicks in. Sub 100 gives you just a normal scout view. And I agree that defensive scouts need to take losses too. Maybe for every 4 offensive scouts that die, 1 defense scout dies. Something along those lines.
8-Ongoing mobile issues. There is still some bugs that need to be addressed here.
9-PP / subscription tweaks. I would change 2 things. First the company is in the business to make money, PP/USD buys and ads pay for the workers, servers, electricity, etc. I get that. A PP whore will still lose to better players, especially if they band together against the PP whores. I would suggest 2 fixes. Move the cost of the 20% res booster from 150 to 200 per month as that feature really adds unbalance to the game. And I would suggest lowering the looter assist from 30 to either 20 or 25 per month.
10- Removal of the luck flag. Least used flag. I would suggest giving players a 4 level backwards exchange of flags, done randomly, to reward players that leveled up luck flags. For example, a level 7 luck flag would become a random level 3 flag for the player when the luck flag is removed. I would replace it with the noble flag. I have 2 versions of this..
Version 1 is a 2% to 20% (Level 1 to 10) noble reduction cost flag. Cheaper nobles
Version 2 is a 1% to 10% (Level 1 to 10) noble loyalty reduction flag. 3 train nobles
Either option is good, just depends where the developer wants to go here.
11- Forbid scripts, running the classic style of the game and converts it to a nerds game !
pc and scripts doing the job instead of humans ! WHAT HE SAID!!!! I HATE SCRIPT.
12- I would modify the train feature, so that instead of sending 100ms trains that anyone can send, it sends out 250ms spaced trains, a full second train. That would allow for more sniping, and would allow the veteran players who want to use multiple windows to do so again. I know why the developer did this, but farther spaced nobles will make for a better game. Advanced players will send 4 nukes with 1 noble each and can time them all together under 200ms, rookies can not.
13- Unit idea fixes: Some units need fixing and there might be room for more.
A- Axeman, spearman, swordman, Light cavalry, rams, scouts (other than the issue mentioned above), are fine.
B- Archers need to be in every world from now on.
C- Mounted archers are rarely used. They need a serious tweak. Either a lowering of farm space from 5 to 4 or an increase in offense strength from 120 to 140.
D- Heavy cavalry needs a small tweak also. I consider then to be the best unit you can build if the game wants to follow real life. The should be able to be used in both offense and defense. I would increase there offensive strength from 150 to either 160 to 180.
E- Catapults need a major overhaul as they are not a bonfire defense weapon anymore and should be an offensive weapon only. I would reduce their farm size from 8 to 6, and reduce their general defense strength from 100 to 50, and archer defense from 100 to 50.
F- Crossbowman: This is the major improvement for 2017 for TWs right here. The archer mirror for nukes. The nukes are soo repetitive its not funny, this unit allows for more diverse nukes. It would be as follows.
Cost 100 wood 30 clay 70 iron
farm space 1
Offense strength 55 General defense 20 Cavalry defense 5 archer defense 5 18 minutes per field speed, 10 carrying capacity, and the same build speed as an archer.
I think this unit will make a big difference in the game. Slower build and cost more that an axeman, but does more damage, same farm space.
14- New building ideas:
cathedral- similar to a church, can only build on a church world. Acts like the players "holy city" , can be built 1 level high, only 1 per player. Farm space would need to be huge, like at least 10000 farm, maybe 12000. But the cities in the holy city radius would have a super bonus, maybe like 20% recruiting times, or 5% population, or 10% res, something on those lines. And the radius would be bigger than a small church but smaller that a first church.
Citadel- basically like level 30 walls. I would attach it to the pally system, so you can build only as many as you have pallys, so you could build 1 at 1 city, 2 at 3 cities, 3 at 5, 4 at 10 cities, etc. I would make the final defensive bonus around 160% or so, they 10 levels of walls needs to be very expensive in res, close to a farm build out in res, and definitely more farm space. I don't have the final info for this but I think it could work.
15- Ran out of typing room, will have to do a second post later today.
I got a lot more. If the developer wants to shoot me a email, feel free.
Lord Ross