Given the top end of players armies right now, the Protection of the Ancients doesn't really deter them.
Maybe add a Hero, to at least make it difficult for those with huge armies.
Ancients protection
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- Novice
- Posts: 2
- Joined: 31 May 2012, 09:48
Re: Ancients protection
yeah like one of those lvl 5 or 6 ruin hero with the skill to made 90% of the troops from fighting. I know I would probably get ancient protection if a hero like that comes with the army. Most rank 5 near me can take out my army plus ancient protection without losing troops... which pretty much defeat the purpose of having ancient protection.
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- Novice
- Posts: 11
- Joined: 30 Jan 2012, 01:22
Re: Ancients protection
There are 5* armies that can plow through ancients and the compassion spell (you get it for 30 days when you hit 5* that causes 90% of enemy to flee in battle). The easiest solution is to intorduce an additional rank and over-haul the rank structure. The current rank structure as well as the "Average" army requirements for each ruin level is listed below. Anything in brackets () or {} ar my suggestions. This would give players a longer time at each rank and allow them to develop their armies and cities without suiciding previous units when upgrading from 1 rank to the next. The armies below are based on the science for all unit types to be maxed (3/3).
1*
Rank Bar Points
1 mil to 60 mil (increase to 100 mil)
Merc Wave - N/A
Average Army required
500 - 1000 Carrier
100 Cavalry
100 Airborne
60 Healer
2*
Rank Bar Points
60 mil to 125 mil (Change to: 100 mil - 200 mil)
Merc Wave - N/A
Average Army required
1000 - 1500 Carrier
100 Airborne
100 Archer
100 Healer
3*
Rank Bar Points
125 mil to 350 mil (change to: 200 - 500 million)
Merc Wave - 300 or more
Average Army required
1500 - 2000 Carrier
600 Warrior
500 Archer
300 Healer
4*
Rank Bar Points
350 mil to 650 mil (change to: 500 mil - 1 billion)
Merc Wave - 1,000 or more
Average Army required
3000 - 5000 Carrier
1000 Warrior
1000 Cavalry
600 Healer
5*
Rank Bar Points
Over 650 mil (change to: 1 bil - 4 bil)
Merc Wave - 3,000 or more
Average Army required
6000 - 10,000 Carrier
5000+ Warrior
5000+ Cavalry
5000+ Airborne
5000+ Archer
3000+ Healer
6*
Rank Bar Points
{Currently no such rank} Create rank with rank rating of over 4 billion
Merc wave - N/A
(if you tried to use mercs here, you would need an average of 30,000 mercs or more)
Average Army required
8,0000 - 10,000 Carrier
10,000+ Warrior
10,000+ Cavalry
10,000+ Airborne
10,000+ Archer
7,000+ Healer
1*
Rank Bar Points
1 mil to 60 mil (increase to 100 mil)
Merc Wave - N/A
Average Army required
500 - 1000 Carrier
100 Cavalry
100 Airborne
60 Healer
2*
Rank Bar Points
60 mil to 125 mil (Change to: 100 mil - 200 mil)
Merc Wave - N/A
Average Army required
1000 - 1500 Carrier
100 Airborne
100 Archer
100 Healer
3*
Rank Bar Points
125 mil to 350 mil (change to: 200 - 500 million)
Merc Wave - 300 or more
Average Army required
1500 - 2000 Carrier
600 Warrior
500 Archer
300 Healer
4*
Rank Bar Points
350 mil to 650 mil (change to: 500 mil - 1 billion)
Merc Wave - 1,000 or more
Average Army required
3000 - 5000 Carrier
1000 Warrior
1000 Cavalry
600 Healer
5*
Rank Bar Points
Over 650 mil (change to: 1 bil - 4 bil)
Merc Wave - 3,000 or more
Average Army required
6000 - 10,000 Carrier
5000+ Warrior
5000+ Cavalry
5000+ Airborne
5000+ Archer
3000+ Healer
6*
Rank Bar Points
{Currently no such rank} Create rank with rank rating of over 4 billion
Merc wave - N/A
(if you tried to use mercs here, you would need an average of 30,000 mercs or more)
Average Army required
8,0000 - 10,000 Carrier
10,000+ Warrior
10,000+ Cavalry
10,000+ Airborne
10,000+ Archer
7,000+ Healer