"Good" events should at the very least be;There are a nearly infinite number of playable city design-states in the game. They had to make some changes on-the-fly after complaints on Beta. It's not really possible to test every possible city against each event or they'd never be able to deliver them. The events have to be challenging, or there's no point having them. They could just give everyone a bunch of stuff and call it an event.
Lots of people have finished the main quest line and moved to the bonus quests, barely half way through the event. While players may or may not have a legitimate complaint about whether everyone can get the event building to max level, not one of the players who have passed the initial sequences has any right to complain about the specific quests they are getting.
a) Completing the entire quest line + gathering all daily collections = 1 fully evolved grand prize.
(NB: 'all' daily collections in Elvenarland at least should mean gathering an average of 20 spawns per day, which is doable via logging in once every 3-4hrs for the 30sec it takes to grab them)
b) All quests should be properly scaled to the player's in-game progress.
(ie: a Ch1 city for say, 'produce T1 boosted' should be done under the premise of having 0% relic boost and only 4 Lv1 factories... so no more than say 200 goods, which is still 4x Lv1's @3hr productions 16.6 times!)
Who cares if players can finish the 'main' quest line in a week or so? Why do we have to assume that it should take the majority of the event to finish the entire main quest line?
The better way to artificially 'balance' things is simply to;
1) drastically decrease the higher end subsidiary prizes, such as they have in this event. (ie: no more piles of 8hr time instants, but give more 1hr/2hr/5hr instead, etc...)
2. add more doubling-up of non-evolutions *after* the initial set that maxes out the 1st evolving building.
(ie: you get your 9th &final evolution. Next grand prize in the rotation is a Lv1 building, but then it goes 'building' -> 'building' -> evolution -> 'building' -> building -> evolution, etc...)
OR (better yet!)
Once the initial evolving building has been maxed out, then double the grand prize currency required to win the next one!
(ie: 20 pearls/stardust/feathers now becomes 40 pearls/stardust/feathers, etc...)
Completing a 2nd fully evolved building then bumps the required currency from 40 to 60 for more grand prizes, etc, etc...
But no, instead of intelligent game design, we keep getting called a bunch of filthy cheaters and then get hosed with knee-jerk 'fixes' that simply make a giant randumb mess of our events.