still, i wonder why inno didn't use a more 'high risk high reward' approach for playing the GbG maps....
to illustrate my thoughts: the center sectors would give (by default) a higher amount of attrition than the outer sectors, say 4 attrition per fight instead of the default 1 only. traps could increase this number (to 5, or even 6 if you have multiple), and towers and camps in surrounding sectors could reduce it to 2 or 3, or even ZERO for the outer sectors. at the same time, the victory points for center sectors should be tripled, and for its surrounding circle doubled. maybe increasing the number of fights needed for the center would be a nice change too.
all this would result in: you can possibly still do your endless fighting, but.... you get much less rewarding sectors that contribute towards winning the GbG. it would also be more possible to 'defend' sectors, by putting traps in them that cancel out camps and re-add extra attrition (and not adding a chance to just 'double' the existing value). and maybe even adding a possibility to actually really defend sectors (by fighting enemy flags down to 0) without too much attrition would be a nice challenging extra too?