Yronz
Let’s just look at this one by the numbers.
Scenario 1: 100 Land Attacks 100 Land
Start:
A = 100 land
B = 100 land
A hits B for the baseline 15 land.
After the hit:
A = 115
B = 85
Now there is roughly a 35% land difference. Since both armies were used, the KS difference will likely be similar.
B retaliates while significantly smaller in KS. Under the proposed system that qualifies B for a large bonus bracket. If the retal lands for 25 land:
A = 90
B = 110
Result
A started the exchange on equal footing and ends up down 10 land simply for initiating the attack.
If a standard hit followed by a retal consistently produces a loss for the initiator, rational players will begin avoiding those hits.
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Scenario 2: 100 Land Attacks 70 Land
Start:
A = 100 land
B = 70 land
Because A is hitting down, the system penalizes the land spoils. Assume A only gains 9 land.
After the hit:
A = 109
B = 61
Now B retaliates.
B is dramatically smaller and qualifies for the largest KS bonus bracket. If B retals for 22 land:
A = 87
B = 83
Result
A went from being 30 land ahead to being only 4 land ahead, while also likely having worse military positioning.
This does not just discourage bottom feeding. It makes many downward hits unattractive even when they are reasonable within range.
Players will start avoiding these hits unless they are certain there will be no retaliation.
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Scenario 3: A100 Attacks B110, Fails, Then Gets Hit Twice
Start:
A = 100 land
B = 110 land
C = 40 land
A attacks up into B and fails the attack.
Land totals remain:
A = 100
B = 110
C = 40
But A has now committed offense and is exposed.
Next, C hits A.
Because C is dramatically smaller, the KS system gives C a large bonus hit. If C gains 22 land:
A = 78
B = 110
C = 62
Now B follows and hits A.
A has already used offense, failed the attack, and been hit once. If B now takes 7 land:
A = 71
B = 117
C = 62
Result
Starting from:
A = 100
B = 110
C = 40
Ending at:
A = 71
B = 117
C = 62
The player who attempted the aggressive attack gets devastated, while the smallest kingdom receives a massively efficient hit and the original target gets an easy follow.
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Likely Outcome
Instead of encouraging aggression, the system encourages:
• waiting for safer targets
• letting someone else initiate conflict
• opportunistic follow-ups
• fewer marginal attacks
In other words, it risks creating less attacking and more stagnation, especially near the top where players are already cautious.
I used AI mainly to help structure the scenarios and keep my tone neutral. This system would be awful and it’s impressively bad.