I agree. As long as Free to Play can compete, you’ll get willing spenders. Make it an impossible task and no one’s going to want to bother. No one joins a game to bet on who has the biggest walletI remember spending about the same a couple years ago and having to just ghost out because my alliance was just out of BP and some heavy spenders took 200 point cities on our core islands overnight and immediately built those cities into 10k point cities. It wasn’t strategy or good game play, just big wallets. I’m experienced and don’t care, but a new player would quit and never play again due to that kind of gold abuse. You have to cap spending if you want to get new players to stay.
The 7 day protection for newbies is great in theory. That “should” be enough to get your toes wet. And in theory the sooner you can get a player attacking and defending the better they should adjust to the mechanics. Ripping the bandaid off ”should” be less painful… in theory.
In practice I’d probably need more like two months before I can be remotely close to being strong enough to defend myself properly when it comes to preventing the loss of a city. Those that have unlocked the Revolt function are just so much stronger than those who can’t revolt on any of their cities and with good reason. Academy Lvl 28 takes time to reach, and no one’s going to beeline an Academy to lvl 28 while ignoring everything else. I’m nowhere near that yet. By that point I’d have a lot more resources to work with. Without joining the strongest alliance in my area I would have a hopeless battle to face. The moment I reach 2k points my city gets taken by opponents who have more units than my entire city population combined, and the alliance I first joined were all players of a similar strength to my own and therefore unable to prevent a city being taken. But with now joining the strongest alliance in my area I at least stand a chance to both defend and eventually reach a point where I can be a formidable opponent.