DeletedUser
Proposal: Currently, there are 2 options for assisting another players village - Motivate (for production buildings and residential buildings) and Polish (for cultural buildings and decorations). Add a third option, "Fortify", which would be applied to military buildings. Affected buildings would provide the player a cumulative 5% boost (Attack and defense stat) to troops in defense.
Reason: Guilds often talk about "defending" members from attacks, etc., but there is really nothing a guild member (or friend or neighbor, for that matter) can do to protect another player, apart from attacking the offending player in retaliation if they happen to be in the same neighborhood. This option would allow some means of helping other players defend their city, at the expense of not being polished or motivated instead. This might also give attackers a little more to consider when "randomly" or systematically attacking every player available.
Details: When visiting neighbors/guild members/friends, a third option for assistance is available - To "Fortify". Each military building in a city would be eligible for a "fortify", on a 12 hour timer (like a polish). Each military building that is "fortified" provides a cumulative 5% boost to all troops placed in defense (NOT troops used on attack). Note that the type of military building "fortified" does not matter in terms of determining which defending troops get "fortified". For example, if a player has 8 slingers in defense and has a "fortify" on his/her spearfighter barracks, the defending slingers are still boosted 5%. "Fortifying" a slinger range as well would simply add another 5% bonus. Effects granted by great buildings that affect defending troops (ie. Deal Castle) would stack as well. For finding Great Building Blue Print purposes, a "fortify" would offer same odds as motivate and polish.
Visual Aids: None available
Balance: Game balance will move slightly in favor of trading versus combat simply because defending troops will tend to be tougher which will increase attacker losses in some instances (in turn granting fewer victory points which means fewer total points). However, even heavily boosted early age troops still stand little chance against troops more that a few ages above, so while it does provide a little edge for the defender, should not be considered overpowering or unbalancing. This also provides some degree of balance against attackers which have Great Buildings that offer attack bonuses (ie. Statue of Zeus). Since this is a non-premium upgrade, limiting boosts to 5% increments (per military building "fortified") seems in balance with the 10% boost increments (per level) offered by Great Buildings that provide this effect. Also, every "fortify" a player receives means one less motivate or polish, so there is a sacrifice involved for this bonus when a player is assisted in this manner.
Abuse Prevention: Some strategies might revolve around building many "unnecessary" military buildings to increase the potential percentage defending troops can be boosted, but this would be offset by having less available space for other types of buildings.
Summary: I believe the above passages are sufficient.
Reason: Guilds often talk about "defending" members from attacks, etc., but there is really nothing a guild member (or friend or neighbor, for that matter) can do to protect another player, apart from attacking the offending player in retaliation if they happen to be in the same neighborhood. This option would allow some means of helping other players defend their city, at the expense of not being polished or motivated instead. This might also give attackers a little more to consider when "randomly" or systematically attacking every player available.
Details: When visiting neighbors/guild members/friends, a third option for assistance is available - To "Fortify". Each military building in a city would be eligible for a "fortify", on a 12 hour timer (like a polish). Each military building that is "fortified" provides a cumulative 5% boost to all troops placed in defense (NOT troops used on attack). Note that the type of military building "fortified" does not matter in terms of determining which defending troops get "fortified". For example, if a player has 8 slingers in defense and has a "fortify" on his/her spearfighter barracks, the defending slingers are still boosted 5%. "Fortifying" a slinger range as well would simply add another 5% bonus. Effects granted by great buildings that affect defending troops (ie. Deal Castle) would stack as well. For finding Great Building Blue Print purposes, a "fortify" would offer same odds as motivate and polish.
Visual Aids: None available
Balance: Game balance will move slightly in favor of trading versus combat simply because defending troops will tend to be tougher which will increase attacker losses in some instances (in turn granting fewer victory points which means fewer total points). However, even heavily boosted early age troops still stand little chance against troops more that a few ages above, so while it does provide a little edge for the defender, should not be considered overpowering or unbalancing. This also provides some degree of balance against attackers which have Great Buildings that offer attack bonuses (ie. Statue of Zeus). Since this is a non-premium upgrade, limiting boosts to 5% increments (per military building "fortified") seems in balance with the 10% boost increments (per level) offered by Great Buildings that provide this effect. Also, every "fortify" a player receives means one less motivate or polish, so there is a sacrifice involved for this bonus when a player is assisted in this manner.
Abuse Prevention: Some strategies might revolve around building many "unnecessary" military buildings to increase the potential percentage defending troops can be boosted, but this would be offset by having less available space for other types of buildings.
Summary: I believe the above passages are sufficient.