Clan wars is exactly as expected after turn 4. Clanning number 1, AEC number 2. FunWreckers lost on turn 4. What is really interesting, is that FunWreckers, despite being a dead clan for some time, is still number 4. Most of the new clans are struggling to pass the huge initial advantage fun wreckers had by starting at the beginning of the era.
The fact that clan wars is decided in the first few turns is a big problem with the dynamics of clan wars. No-one is having fun after turn 10. You are just doing attacks because if you don’t, you lose. There is no interesting dynamics to look forward too. Its a no win situation, you can only lose through inactivity.
If T is the number of turns in an era, then cities captured in the first turn of the era are worth T times as much as a city captured on the final turn.
This makes offensive action worth less as the era progresses. This is in contrast to most games, where player actions near the end of the game are worth more. Bias of value toward later game actions creates an atmosphere of suspense, because “anything could happen”, and risky strategies have the potential to pay off.
To unbias the game, lets consider how the final score is calculated, for a three city map, for a three turn era.
A is captured in turn one and generates 1 + 1 + 1 =3 influence points over three turns
B is captured in turn two and generates 1 + 1 = 2 influence in the three turns
C is captured in turn three and generates 1 = 1 influence point.
The total score would be 6 points, 50% of the final score would be because of capturing A in turn 1.
1. The simplest way to unbias the scoring system is to just count the final number of cities when the era ends. (my personal favourite)
2. Whenever holding a city accumulates score, you get a bias, but to lessen the bias whilst retaining the holding a city dynamic, you could award a city on turn t with t*t points
A would then generate 1 + 4 + 9 = 14
B would then generate 4 + 9 = 13
C would then generate 9
Total score would be 36. Failing to take C on the final turn, and losing it to an opponent, would swing the game 18 point in another teams favour (better tension dynamic).
Food for thought anyway.