I just finished this weeks Elixir tourney. BTW a very interesting new thing: We have for the first time 3! main enemy types: LM, LR, HM, which basically means exactly the old Elixir tourney, of course given the new tourney style with the occasional HR and Mage thrown in. Not a bad idea!
This was the first time since the new tourneys that I have actually pushed it to the end of my provinces. I had 61 provinces so I got to a bit over 16k points.
Costs:
I think it cost me between 2500-3000 squads (which is the new maxed squads) where it would have previously cost me maybe 1000-1500 (minimum squads), so let´s say troops usage went up by a factor of 4 or 5?
In addition to that I also used more booster buildings: 100% hitpoint boost would have been the same before, but I added 2 ELR and 2 MMM that I would not have used in the old tourneys.
Goods usage: I catered a few encounters, that I didn´t feel like fighting, which I have never done in the old tourney, so usage went up from nothing to a little bit.
Do I find this reasonable? Yes pretty much I would say. It is supposedly a challenge now to do a lot of points and this was a big effort for a big score, sounds fair to me. I would not do it every week, but I can do it occasionally. I am happy with that.
My city is in the beginning of chapter 16, I have placed 129 expansions and I have ~330 AW levels.
Out of the 61*6=366 encounters I did 1 manual fight, 5-7 caterings and ca. 360 auto-fights.
The positive: Playing the tourney now was far more enjoyable than the old one would have been. The fights were more difficult (because of the difference in SS), but mainly because I was forced to think about using different units in every fight. I used Golems and Frogs (the only 2 I would have used in the old tourney) but I also used Rangers and Blossom Mages nearly as much, even Vallorians sometimes. So I had much more fun! Also it was much faster and less tedious. In the old tourneys I would still be sitting there clicking my fingers wound, while we had a fun start yesterday (we finished 10 chests in 42 minutes cutting our old time record in less than half, YAY!) but the more important part is: I didn´t have to spend the entire evening and next day clicking. I simply did 45 minutes yesterday and an hour today and here we go: tourney finished. So this new system gives me hours of my life back every week
I am happy to pay a couple thousand squads for that!
What is sustainable? That is a much more complicated question, unfortunately it is not possible to keep all the involved resources at a constant level through time. Some will always go down, some will go up, but one cannot simply calculate them against each other... what I can say is that I have always scored above 10k since the new tourney started. That is now 5 weeks in a row I think? I intend to keep going with it until I cannot do it anymore, right now I don´t think this point is going to come anytime soon. Some of my resources are still increasing, others decreasing, so shifting them around might do the trick... So my tourney average went down from 15k+ to 10k+ However the 15k+ average was not limited by resources, while the 10k+ now is (most likely)
So do I like the new tourneys better than the old ones? YES
Do I like the new tourneys? NO
here is why: Because they completely kill progress in the game at the place where I am at: I will never again activate a research, I will never again place an expansion and in the future I will delete more AWs than I upgrade. If more people than just myself think the same way and choose tourneys over progress, I cannot see that as a sustainable future for the game.
- Any future chapter will be ignored, so basically they turn into a waste of money for Inno.
- Premium Expansion sales will not go very well
- A city building game that forces players to sell their most treasured (and hardest worked for) buildings?
There are 3 bad ideas rolled into one.
What can be done about it? I do not mind the idea of having progress factors increase the difficulty of tourneys/spires. That is a good and even necessary idea! The multiplication is what turns a fair system into a STOP to progress at a certain point in the game, when the costs increase becomes bigger than the benefits by progress factors. An addition instead of a multiplication can increase difficulty slowly and keep the benefits of progress above the costs of progress forever. Yes that is a major overhaul of the formula and needs rebalancing after. If anyone has a better idea I would support that, but the only idea Inno has had so far was a few cosmetic changes that don´t even touch the solution of the problem. They are meant to buy goodwill for a fundamentally flawed system, not to fix it.