Per topic, would just like to suggest revamping of the level system and research progression.
For research, only S-trike is worth researching, very few other units also deserve a L1 research (Starlinator, zooks, beetles for example) though that’s debatable.
I think whoever made the progression statistics don’t understand the concept of power to cost ratio, increasing damage by 10% and adding 50% to its cost is not an upgrade. Yes you can pack more power into less stargate capacity but it’s not even close to what it’s worth.
Inadvertently the poorly designed research progression also renders alliance reward pointless. Currently alliance can reward you with L7 research for certain units, except all the research are big downgrades for most units. What’s alliance really for? Nothing beyond the social aspect (which admittedly is good nough for me) and an excuse to get attacked more.
Also comparing S-Trikes progression to other unit it’s clear that the research progression was heavily neglected in terms of attention and thoughtfulness.
The easiest way to do a proper research progression is probably to hold cost constant and make small stat upgrade per level (Prevent scenarios where you need to have the cheaper version), a more rational stat distribution is needed also (look at tank vs trike’s hp progression…).
At for player level, this is also a very poorly designed area. As it stand a higher level means you can’t engage lower level (by more then -1) to loot, it also heavily modifies alliance war points, making a high level give out huge amount of war points and thus a big liability.
An issue is that player level isn’t really directly linked to player power, you can get exp just from fighting, and building high level walls is a sure way to inflate your level. Attacking higher level (then you) players in alliance also give huge xp, I once gained 3 levels in 1 battle, I’ve never done it again.
When you look at level in a vacuum and in what it does for a player, there’s no pro, only penalties.
For example, I’ve worked to keep my exp low (don’t build high lvl wall, ignore high lvl target in war, don’t fight more then needed and only to procure upgrade materials, try not to destroy high xp target like stargates …etc) and I’m further along in base development and general power then some players twice my level.
It’s beyond lolzy that I can use high xp value low kill utility building like stargate as a deterent defenses, making attacker gain big penalty xp. (position it so it has to be destroyed to reach value target like housing, mine, banks, starbase)
Just some issues for you to take back to the development team.