I have two active cities:
- mid ch 8, in a low-key but active group
- end game, in a 10+ (15-16 so far) chest group
The ch8 city likes these changes. Since I don't usually go anywhere near 20 provinces deep, and I don't need orcs or mana to cater, my scores here have gone up with ease. Fellowship scores have increased, too. Folks in that group seem content.
For the ch16 city...it's more complicated. My stats:
- AW levels: 180
- Total expansions: 131
- Premium expansions: 15
- Extra resources: Fire phoenix x1, brown bear x1, time instants and crafting supplies from spire gold every week. Usually place 1x each buff building each week, with a couple extra if I intend a push.
- Avg before the change: ~7000
- Avg after the change: ~8000, but 6500 is probably more sustainable...if I don't upgrade anything
In general, I am mostly fine with the overall changes. There are a couple of big caveats to that at the end of this post. But I'll start with the good or decent stuff.
1. I use autofight almost exclusively, so the single encounter truly is a time savings for me. This is a very welcome change.
2. I like the bonus chests. In the old system, folks sometimes felt their efforts didn't count if they hadn't been able to do much before we knocked down 10 chests in 48 hours. Now, no matter when folks start they help earn more group rewards.
3. I can accept an increase in difficulty as an attempt to balance the system.
**I do not think this system succeeds...but that's later.** Partly, this goes hand-in-hand with reduced encounters. Partly, I would like a system in which "winning" the tournament isn't locked down by the players who are biggest, oldest, and/or most willing to push KP. I think it is ok for the system to ultimately make "winning" hard enough that no single city can achieve it consistently (except $$$ can always win, because that's how the world works...).
4. I can accept an increase in difficulty as it currently affects me personally. My style (5-6 rounds, buffs every week) aligns well with the new tournament. My costs are higher and my rewards are fewer, but I am mostly ok with that, and I don't mind adjusting my strategy. Though honestly, I would mind very much if I had to do ch16 without the benefit of the KP I got from the old tournament system.
5. I can accept an increase in difficulty as it currently affects my group's overall performance. As the AM of a strong tourney group, I see the tournament as a group achievement as much as (if not more than) an individual one. Our fellowship's collective score hasn't changed dramatically Our higher scorers are reigned in, and our lower scorers find it easier to go further, and overall we're grouped more tightly.
My biggest concerns:
1. No system should cause players to fear/avoid growth, advancement, and overall progress. The current one clearly does. In my comments above, I said that I'm fine with how these things affect me
as my city currently stands. Although I'm at end-game, I'm a young city compared to many other end-gamers and I haven't had time to accumulate the AW levels and expansions some others have. I suspect I won't feel the same after I level a few more wonders, or finish ch17, or place another expansion.
I shouldn't have to worry about those things. Full stop. No ifs, ands, or buts. I'd like to see Inno address the concerns players have raised around these issues.
2. The new system encourages pushing. I've seen several dedicated push fellowships coasting to 10+ chests. Players who have achieved their high city ranks through pushing may have had their tournament wins curtailed, but the system changes (both in time required and difficulty) now make it easier than ever to push on a grand scale,
and the lowered rewards per person increase the motivation to do so. So long as a player cares more about their city rank than their tournament rank, they will still push their wonders higher. This lets the most dedicated pushers get around the system that's limiting other big cities' access to KP.