Battlefield slot dimension's up suggestion

  • In this post I'll talk about an effective suggestion to let battles have a little bit more causalties in order to faster conclude them when very big accounts are involved.


    First of all I have reflected about the last new implementations that is the infinite horizon versions with new levels of buildings and ups.

    There are a lot of other possible things to implement, like new units, a change to battefield, a change of miracles, a change on the map, a change on the form fo governors and so on. Some of them, like changes of some miracles, have been suggested many many times during years, but they have never been implemented.

    So my answer is that the infinite horizon version gives players a continuous stream to how use resource. Whales has no more limit in increasing their strength.


    So here a suggestion going in this direction.


    Before starting with the tecnical details, please if you start to read then go till the end.




    1) New building: military engineering's house. The image of the building is different in the capital and in other cities, like the Palace and the Governor's residences.

    This building unlocks in the capital when town hall reaches level 25, that is the level from which the battlefield dimension of the city is the same of the over gl battlefield. Then it unlocks in other cities if it has been already built in the capital and if the town hall of the corresponding city reaches level 25.

    Clicking in this building a view of the battlefield with the slots dimension opens.


    2) In the capital a player can access through the building the attack zone battlefield (upper part of the battlefield).

    In the building of every city we can access to the defense zone battlefield (lower part of the battlefield) of that specific city.


    3) Every +1 level of the building allows to add +1 dimension to each slot in the battlefield using resources and gold:

    you can select a slot in the battlefield and a window opens in the left allowing to up the dimension, ( a window like increasing building level)

    Ups apply to the largest battlefield's slots, both inside and outside the garrison limit.

    The building cost and the ups cost grow in the same way of the units' up.

    The building has infinte level, like units have infinite up so the battlefield slots can have infinite dimension.

    The cost of defensive zone battlefield is lower than the attack zone battlefield.


    4) How the new battlefields works?

    Defense zone part -> It is city based and only the player owner of the city can control it.

    Attack zone part -> It is player based: The first player starting the fight applies its own attack zone battlefield.

    When the battle start the battlefield slot dimensions are freezed and if some up is completed during the battle this does not affect the battlefield during that battle.

    Also if the starting player of the battle retreat but the battle continue due to the intervention of other players, the battlefield does not change.

    Let's say it in a clearer way: The battlefield slot dimensions are established at the start of the battle and remain the same during all the battle, no matter what happen in the meanwhile.


    5) If the building is destroyed the battlefield ups remain, like if the workshop is destroyed the units' ups remain.


    6) How about the sea battlefield? This is maybe the most difficult part of the implementation due to the fact that harbour and shipyard can be destroyed.

    The sea battlefield view can be accesses in the building as well, but slots unlock ups only when the harbour or shipyard reach level 29.

    If the harbour/shipyard of a city is destroyed, ups remain for the over gl battlefield and also in memory in the system, that is if the battlefield go down to smaller dimension it has no ups, but if in the future an harbour/shipyard is built again and gone over 29, ups come automatically back.


    7) Game help about battlefield need to be adjusted due to new slots ups and also the battle preview for the attacker. But remember that once entered in an ongoing battle the battlefield remains the one set in the first round, that can be different from the own attack battlefield showed by the preview.


    8 ) Add 2 spy mission: one to spy the battlefield slot dimension of the city and one ( more difficult) to spy the attack zone battlefield of the player owner of the city where spy are.



    Final considerations.


    Details like the name of the new building and the cost of the building and of the ups have to be decided by devs.

    Why attack zone battlefield ups would cost more than defensive zone ups? Because attack zone apply to each city a player attack, while defensive zone ups are city based so a players should work for every city, like walls are in every city.

    Remember that the attacker is in the upper part of the battlefield while the defender is in the lower part. So if a player occupy a city, and the owner of the city go to a deploy units mission to free his city, the occupier is in defense so it has the ups of the city while the owner of the city is in attack so he apply its attack zone ups.


    Is this suggestion is favor of whales? Probably yes, but all last updates was in favor of whales, and this is why i posted it. All games goes in this directions so suggestions going in the same direction has more probability to be implemented and can bring some diversity and fun to all players.


    If you like this suggestion please share also in other channels where i am not ( like discord) and to the staff.

  • So, under point 4), does that mean that the attacker can have a bigger field (placing down more units) then the defender since they establish their own field? If so, I think that would be the biggest balance break the game has ever seen.

  • But now the battlefields are mirrored… identical in attack and defence.

    With your suggestion, it’s unclear what would happen and how a discrepancy between attack slots and defence slots would be handled.

    Furthermore, an infinite battlefield seems out of place to me.

    This suggestion would certainly give a completely disproportionate advantage to high-level accounts…


    Ergo… I’m sorry, but as far as I’m concerned, NO

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  • So, under point 4), does that mean that the attacker can have a bigger field (placing down more units) then the defender since they establish their own field? If so, I think that would be the biggest balance break the game has ever seen.

    The battlefield is splitted between attack zone in the upper part and defense zone in the lower part. ( See A and D in the screen)

    The attacker applies its own attack zone ups ( as player), while the defender applies the defense zone up of the city. So yes, there can be differences in slot dimensions but it can also go in favor of the defender.

    Limited to a single city the defense ups cost less, but a single player has a lot of cities so the attacker can be in disadvantage in a city but in advantage in an other city.

    But now the battlefields are mirrored… identical in attack and defence.

    With your suggestion, it’s unclear what would happen and how a discrepancy between attack slots and defence slots would be handled.

    First step: What happens if you have forge and your opponent does not? Forge is in the game since the start of the game and it has been the most balance break ever. I remember sea battles where player with forge lose no balloons against non forge opponents.


    What happens now with units ups?

    Suppose you have all units upped in 20/20 and you attack a player with no ups.

    Here is one other big balance break, maybe more effective than forge if the gap between ups is high.


    But players are not barbarians, so all players started to have forge h24 and now are rushing for ups in order to reduce the gap. Now in every battle is unclear what would exactly happen due to different ups.

    From this point of view there is nothing different respect to the direction that managers have decided for the game.


    Also slot ups have to be balanced like units ups. The cost increase in an exponential way, so it is very easy to do the first ups, but quite impossible to go over a certain limit. And for example if you have hoplites in 25-25 and fight against one player in 26-26 is not such a big difference.

    Also remember that +1 increase in the slot dimension does not automatically convert in an increase of deployed unit, because units have its own dimension: for example a 51 dimension slot can hold 51 hoplites but still 12 carabineers.



    Why this suggestion should be implemented? To give players a chance to deploy more units, produce more casualties and end battle faster.

    But this cannot be a democratic implementation. Must be leave to the player by investing resources.

    Furthermore, an infinite battlefield seems out of place to me.

    Also the infinite unit ups, but in practice there is the resource limitation stock limit, so i see units ups are all around level 10 and 30

  • I see what you are saying with Forge and upgrades, and you are correct, but this is on another level.

    Under your own example, yes 20/20 units will definitely beat 0:0 units with much fewer losses but now imagine a player with 3 extra carabiner slots. Now every wave your frontline is getting breached and you are losing backline every wave.


    I'm not against bigger battlefields, I think it would be cool if we had them in fact, but just not like this.

  • Carabineer has dimension 4, that means you can deploy 1 more carabineer every 4 ups of the battlefield.

    So to have a real disadvantage you should have a gap of at least 4 level respect to your opponent.

    If cost goes like units ups, when you reach high levels having 4 up level more means millions and millions of crystal invested.

    Then even if you are able to have one more carabeener in every slot is a total of 7 carabeener x round. Not such a difference... To have a difference of 2 carabeneers you should reach a gap of at least 8. Again with the exponential growing cost of ups is quite impossible.


    With time players will reach out a balance with small differences like now with units ups. Situation like splash of frontlines in pvp will never happen in practice.


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    If you want a democratic variant, you can remove the attack zone ups, and say the the player of the city decide the ups and they are symmetrical for defense and attack zone, so defender and attacker always deploy the same units.

    But this way the defender can also decide to not up anything.


    If i were a manager to decide what to be implemented in order to ear more profit I have no doubt the version written in the first post is the best.

    Because force players to continue grow and invest resources to remain competitive.

  • Aside from the fact that I’m against it, if there’s any hope that the suggestion will be accepted and implemented, I’m afraid it needs to be easy to carry out, useful to everyone, effective, and well-received.

    Your idea seems difficult and complex to implement to me....

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  • I have reasoned on how trying to keep the suggestion balanced.

    4) How the new battlefields works?

    Defense zone part -> It is city based and only the player owner of the city can control it.

    Attack zone part -> It is player based: The first player starting the fight applies its own attack zone battlefield.

    This point should divide in 2 cases

    a) When defender is over(>) GL

    b) When defender is inside (<=) GL


    So in a) case the previous point 4 applies with no changes.

    Why? Because if the defender is over gl, it means he has a lot of units, so i think it's fair that the attacker can take advantage by applying its own battlefield.


    While in b) case both attack zone and defense zone are city based in symmetrical way and they are decided by the owner of the city.


    Then if the battle start under GL and then move to over GL and there are more players in attack i am not sure how to choose one attack player to apply its attacker zone battlefield. If it is not possible to check the one who entered in the battle first i think the one with more units inside.


    But changes are not ended :

    1) Slots' up should be organized with some limitation , like a tecnlogy tree. For example if you have added +10 dimension to the baloon slot you cannot go to +11 if you don 't have put at least + 1 dimension for gyros slots.


    2)In the new building should be included also a "up" to the garrison limit.

    So you can invest resource to increase the GL of the city. Those ups remains even if the building would be demolished.


    To recap:

    The city owner has the control of the battlefield of the city in under GL, and he have a new way to increase the GL, so he can hold more units and remain in control of the battlefield, but he cannot create very unbalanced battlefield like hundred of balloons with only 60 gyros.

    The attacker apply its own battlefield only when in over GL.



    Actually with big accounts the land GL is mostly between 4000 and 5000 , I have imagined with the GL ups it can arrive with a non proibitive effort around 10.000 and a huge investment (whales) in the 15.000-20.000 interval.


    So a possible strategy could be up only the GL and keep al battles in under GL.

    Or even better for farmers with 0 soldiers just ignore the new building and keep GL and city battlefield with no changes.

    But one other strategy can be invest in one city battlefield and no in the GL and force the attacker always over GL because in that case the attacker is forced to have an upped attack zone or he will be in disadvantage.


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    But in the end the idea is very simple:

    Let players invest resources to enlarge the battlefield.

    If and how they want to implement it's not player decision. badidol

  • In this post I'll talk about an effective suggestion to let battles have a little bit more causalties in order to faster conclude them when very big accounts are involved.


    You're missing that at times the mission can be 'hold until relieved' so increasing the casualty rate can be problematic.