I think I’ll have to say what needs to be said, at some point, but CLi, we tried it, it’s too oppressive. It can’t last longer than the army is out for. For the record there was one swap of power from the people who were against cli to the people who were in favor of it… which is interesting all by itself. But the dynamic of I attack you and I get more protection than you is not a fun mechanic, you didn’t have to be smart with your army at all just pick some one 70% your size and click full send. It left 0 counter play, you didn’t see anyone attack more than once per 24 hours… because why would you. Even after transport.
One solution that really did work in my opinion is the BF protection scaling… it could even be more harsh to the bfers or at least cause more casualties…penalties should start around 85-90% and scale quicker to 75% when hitting at 50…
In my option there are multiple other ways to provide protection to kingdoms trying to get over the 2 castles jump. Which might I remind you is the reason it was put in place. Cause no one other than the “functional multis” could get off the ground… which as you state thane is more a function of the low player base. If we had 3-500 players castles would be so abundant people would be attacking multiple times a day to try and gobble up as many as they could. The game would still function. Retals etc…
With more gold in the works now castles can be built constantly from about 60 hours in protection. So it’s not lack of castles it’s risk aversion that wanted protection when attacking and the fact that protection was only 2/3 of the time that it should be. The game was semi ballanced around the fact that you should be able to rebuild an army in 24 hours not 15.
We should do a round with out it and see if the same problems persist now that everyone kinda knows what they are doing… I feel like the problems to get over the 2 castle hump will be less sever.