Well, severely nerfed at least.
Also; I just think +att and def should be hard capped. No crossing that line; you get more; it goes to waste; focus on something else.
Alternatively that hard cap could be raised by a little bit every new age (like 1-3% tops).
Not a fan of hardcaps on city stats. With a time machine, limiting the availability so it's hard to get so far ahead, sure. But hard caps make for a poor system - i.e. the decision between more attack and a more balanced city is no longer a decision.
The rapidly escalating attrition in GBG sort of acts like a soft cap though in that the higher you're going in attrition, the more it takes to make a meaningful impact.
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GBG farming practices do deserve a nerf though probably yes. Though the nature of that nerf, I'm unsure of. Some options:
- Cap Siege effect to say 75% attrition reduction (unlike city stats, this is more of a transient stat so a hard cap can make sense - indefinite "free" fights are the biggest issue in GBG)
- Change siege effect to be multiplicative but higher for a single siege camp - rationale here is to make building 1 siege camp feel better than it is now, while it still eliminates free fights at high number of siege camps. i.e. say a siege camp offered 30% instead of 24% but it was multiplicative (i.e. 0.7^camp count = % attrition taken). This would lead to:
1 siege camp: 30% reduction = significant improvement
2 siege camp: 51% reduction = slight improvement
3 siege camp: 66% reduction = slight nerf
4 siege camp: 76% reduction = huge nerf
This would act as a nerf to 6-times-a-day-flipped farming factions, but a buff to guilds that often have to deal with only 1 or 2 sieges. Furthermore even if you did manage to get 6 or 7 sieges on a target it still would never be truly free.
- More time off: i.e. instead of 11 days worth of farming and 3 days off, how about 7 days on and 7 days off? There's a lot of burnout from not much downtime between rounds. And it also reduces the total amount of profit farming coalitions get.