Defending a territory should have a difficulty rating equal to or less than the difficulty of taking the territory in the first place. Otherwise it's better to just let the 30 days pass and retake the territory.
With max upgraded weapons my mobsters die in droves whenever we get attacked and don't seem very capable of taking over other cities. I guess the other families have access to better upgrades than I do.
The more active skills I purchased the more I regret getting any of them as they break up the flow too much and become more of a hassle than they're worth. The Nuclear Pulse is the worst offender. The only one that never bothered me is the tail ability. It would be better if all of the abilities had cooldowns and you used them at will rather than being stopped every couple of buildings to deal with a mildly annoying mini-game.
Instead of "Useable once per game" the Ankh should say "Useable once and then you have to buy it again for way too many coins considering it's a consumable" :P
Walkthrough button didn't actually lead to a walkthrough as far as I could see. And drag-to-use is an annoying mechanic in an escaper - the more typical and, IMO, better mechanic is click-to-select and then click-to-use.
The last stage was a bit annoying with waaay too many random dirty spots being created before you can get rid of the three little gremlin things creating them. Interesting game aside from that.
Was going to give it 4 stars because the final vehicle makes me feel like I'm playing Moon Patrol with zombies, but then that Extra Section button was popping me out to another website without warning.
Spinning your wheels on zombies for a second or two with a half a tank of fuel left apparently causes a kill switch to end your run. He who hesitates, apparently, is lost.
More money is spent sieging than defending though :P