We wanted to keep the flexibility regarding the heroes. Imagine they would consume population. This would either mean:Also, should they not take up population? Do heros not need to eat once assigned to a town?
Ay, that's what i thought really.We wanted to keep the flexibility regarding the heroes. Imagine they would consume population. This would either mean:
a) You would have to leave some population in each town free, for it might happen that you want to assign a hero to it.
b) If you do not have the population, you would have to sacrifice some of your units.
Either way, it's not very convenient. Hence we opted for heroes not taking any population.
It's worse when you count in the Commander and Captain which count for defense as well.I am with Heikenen on this one. The defense bonuses are getting too ridiculous.
A tower + Leonidas maxed out + the defense spell= 70% bonus (Not to mention players who don't use gold. They will be at a 90% disadvantage)
An attacker can only achieve a bonus like this with 1 city. So how is this fair if the attacker is going to be fighting with so much less strength? Obviously it won't be too bad in normal gameplay as you can simply change targets when you see a player has so many defense bonuses on 1 city. But it is going to destroy WW!
When an alliance needs to break through 10,000 biremes and 30,000 troops, how is it fair to allow such an advantage to the defender?
I'm sure you guys at Inno have answered stuff like this already but I just want to know the reasoning behind it.
you forgot to add morale as well lolAgain more unfair defense bonuses. Attacking will be more and more difficult. When Inno continues with this, I will stop playing this game soon and with me many others. The defenders and builders will remain and Grepolis will change into Simcity. Please stop destroying your own game, Inno! The advantages of the defender are:
1. Wall and tower
(luckily, the tower will be neutralized by the war council by the rebalancing)
2. Group advantage
3. Slow colo ships
4. Transport boats sinking on biremes
5. Overpowered fire ships
6. Toolbox alarm
Even if a player is not online, he will get a message he's being attacked so he can respond directly. The only advantage of the attacker, the surprise effect, is almost gone.
7. The island quests.
The defense bonus of the island quests give you 30% extra defense power for all the troops in one city, including support. That is very much by big numbers. The attack bonus give you 30% extra attack power for one city. This means that you can do just one attack with the attack bonus, because the troops will be dead after the fight. So the attacker has to do on every attack another bonus, the defender just needs one.
8. The Heroes. I am afraid that this is the same story as the island quests, but I am not sure about it.
Many players can live with points 1 to 5, but points 6, 7 and 8 are examples of the doom of Grepolis.
Perhaps you should work with your alliance members to keep the city clear and conquer it.There are ways around it but yes!
I build 500hm and attack a city, kill everything lose almost all my hm and in the time it takes me to rebuild men, a week btw, (75hm with Population Growth takes 25hrs without gold and gets kill by 20 hl) somebody else whose 10x my size walks into the other guys city I've cleared.
Fabulous system you've got there, buy gold or waste your time and hope the other player quits.