[Game]Gates of War

Plarium, who distributes this one, likes to make mash-ups. Gates of War is a clash-like jammed with a PvP and an RTS adventure. The class-like part is a mess, but has some fun ideas.

In most clash-likes you’ll get a building that can pop out troops when enemies get too close. In this game your gets lots of defensive troops, individually placed in any free space. That seems pretty cool, except for how the usual area-of-effect spells easily kill them. That’s probably why other games learned to hide them in buildings.

In most other clash-likes, troops can flow around buildings. Here there’s no gap. Touching buildings form a wall. For no good reason, non-weapon buildings, even gold vaults, are super-tough, about 10x tougher than your defending guns. So they make a pretty good wall. But being a futuristic game, most troops can fire over them. The “walls” only stop certain short-range troops from getting near enough. Attacks are stationary shootouts. Nearly everything has very long range, and you can hand-move your army (using the thing where you select a big square). Move them all into range and keep targeting the guns (which you can do in this game). Win or lose, it’s over quickly.

Bizarrely, you unlock new troops and upgrade them through single-player non-clashy adventures. You lead your troops through a large map, avoiding some things, picking up friends, with specific objectives. I keep losing one because the hacker I’m supposed to protect keeps dying. It’s one of the main things you do in this game. Oh, there’s also a head-to-head PvP area.

If you want to sort-of play 3 types of games at once, I guess Gates of War is OK.

[Game]Battle Islands

The really unique thing about Battle Islands is it has combined land, sea and air fighting. I wish I liked it more.

In a really slick move, attacking armies are trained in a barracks, a harbor and a hanger, each with it’s own troop points. Attacking armies will always be land, sea and air.

Your base is several islands. You start with 1 and get more as you level up, which must be connected (the game adds a little bridge when you move them close enough). Not only will enemy ships be sailing around, bombarding the coasts, but you have deep-sea oil wells, plus your defensive harbor with boats that come out when the enemy gets too close.

The units are the usual mix of attack priorities, but more-so — fighter planes prefer other air targets, but can hit anything; submarines can only torpedo other ships (I assume they are very good at it), battleships prefer to bombard land defenses, sailing around the islands to reach them. And the enemy force will always have all those things to target. It seems like you have a lot of interesting choices.

Each building comes with its own walls (if you want to play it, tap a building’s “reinforce” button). Sandbags at first, then adds really pretty concertina wire across the top. Put 2 reinforced buildings together and the bags combine into a pretty ring around both. It looks like it was fun to program. But it misses the point of walls. The fun part is deciding how to arrange your limited supply. If every building has walls, it’s the same as making all buildings a little tougher.

The cutest thing: troops come in 5-man landing ships. You don’t do anything to get them. When you tap to place an infantry unit, it places up to 5 in a free landing ship. It can be fired upon and can sink, killing the occupants. But that’s fine, since you can upgrade them.

One change I’m not sure I love is having only one resource: “supply”. With 2, there’s always one you currently care less about than the other. Having 1, with your only goal to get more of it, just feels funny.

I can’t believe this is a down-side for me, but the art and theme are oppresively bland. Generic, Americanish WWII troops and buildings. Functional, flat islands. I should like the Quonset huts, corrigated steel and muddy tarps over the machine-guns. But there’s not a hint of backstory or personality. The escorts look like P-38’s, the bombers look like Liberators, in a generic way. The effects for the sea are terrific, but feel wrong. I’ve never been attacked, so that might be part of it.

This game might have a lot of potential for really involved attacks. And maybe it opens up and gets busier with another town-hall level or two. At the very least, someone should rip-off the air/sea/land idea.

[Game]Dawn of Gods

This game looks as if it were made by a committee. It has so much stuff slathered on, and doesn’t seem to understand how a clash-like works.

Deep down, it’s a collectable hero game. You quickly get to use 4 heroes at once, which is a lot. You’ll upgrade and level and merge the heck out of them, which will take months or years unless you spend. They also defend your base, so now you’re invincible. The $5 starting buy sets the tone — it includes an “epic” hero which can carry you for several levels. The theme is mythic gods — heroes come in Greek, Egyptian, Norse, and Misc (things such as the Archangel Micheal). There are a lot, nicely drawn, with abilities that sort of make sense. But only the best heroes matter.

The troops are broken, in that they’re boring. The giants are fast and do decent damage. As soon as you get them, use an all-giant army (as back-up for your heroes). The next giant-like troop is better in every way – replace your giants with it. Same for the next. Making an army is boring, and so is attacking. It’s actually worse. You keep troops unless they die, and you don’t need to win to keep the gold you loot. Combined, you attack with your entire army on a weak side, then hit Retreat when it gets tough.

They started to do a very clever thing. Instead of Flying they have Stealth. Wraiths have Stealth, can go through walls (instead of over — cute, right?) and the elves in archer towers have the keen eyes to see them. Seems cool, except Wraiths are very weak, there are no more stealth troops, and they add flying troops later anyway without telling you who flies or who can shoot them.

Then they adopt the generic game thing where you give piles of meaningless daily activities, with lots of currencies to play with (I counted 6, not including gold and elixir). There are daily Quests, daily “events”, a daily login reward, 3 daily chests on a timer, the standard daily random hero chests, and more you need to see to believe. There’s another quest system where you send your heroes on mission. Whew.

It may have started as a decent game. It’s somewhat playable now. They clearly put lots of work into the troops, buildings and such. But then they put more work into the stuff that ruins it.

Mini-Reviews

Short descriptions of interesting features of some clash-likes:

  • LegendBorne: You need to “rescue” your troops. Suppose you unlock vampire bats. That’s nice, but you can’t train any until you “rescue” bats, by beating certain special bases. That’s fun at first, but pretty soon you max out and it’s done. Has 2 sides — good and evil — with different troops and leaders. This was before we realized how much extra work that was, that never pays off.
  • Compass Point: West: Beautiful old-western-style art and sound. Boom-Beach-style map (including computer bases and special missions: train and cow rescues). Unique buildings for your town. The troop selection is based on poker-cards you slowly acquire, then merge to make stronger versions. That gives big spenders a definite advantage, since the stronger versions cost the same points.
  • Titan Empires: Original features: impassable river squares (with a check so you can’t surround anything); a complicated clan war map (each enemy clan base has a point value and sometimes a bonus); clan-mate’s can reinforce one of your buildings for a day. Made in Wisconsin. Invented having a wide selection of heroes (like an ogre who’s special ability is making one big jump) with gambling chests for extra gear.
  • Space Miner Wars: Attacks are flying one fully controlled Asteroids-style spaceship, while their base sprays bullets. But the rest is standard clash-like (town hall, upgrades, storages, builders… ).
  • Dawn Of Steel: Another non-clash offense: 3-4 fully controllable robots, each with a special ability. Bases have monster-spawning defenses (mini-robot factories). Monetizes by selling you special robot weapons at each level for a few bucks. At first players were randomly given different entrance patterns for their bases (2 small gaps or 1 larger one). But everyone complained until they added the option to switch.
  • StarWars:Commander: Play as Rebel or Empire (everyone plays Empire) with very different forces. The big innovation is you get generic defensive towers and can put any weapon in them. Weapons get bonuses against troop types so you get to guess which army you fear most. Damage is low and troops are slow, so attacks need to worry about the time limit.
  • Samurai Seige: One of the first Clash of Clans imitators. Samurai-themed, sillier, more events and specials (I suspect this game convinced Clash of Clans to start adding events).
  • Lords and Castles: medieval-themed old-style clash-copy. Adds terrain elevation — troops walk slower uphill and weapons fire further downhill. Fun, but too much work. Uses the new “post-style” walls. Research is a tech-tree, which also unlocks things like “+25 walls”. Rare Heroes come from Gambling chests. For no reason, the heroes are historical politicians: Abraham Lincoln can duke it out with Catherine the Great or Gandhi. With no joke intended, US leader Trump’s ability is to strengthen walls.
  • SeigeFall: Boom Beach style area map. Attacks have a fully controllable hero and squads of troops. As you destroy buildings, you get points to summon more troops. Spells are from a pre-done semi-random card-draw (you get lots of so-so spells, which you may as well use). Walls come in just a few long sections. Weekly computer-controlled base quests.
  • Royal Revolt: Defense is a real tower-defense — you create a path lined with upgradable defensive towers and barriers, with waves of selectable troops. Attacking is a fully controllable hero, with squads of troops summoned through a refilling energy bar. Nice selection, and pretty fun. Strong pay-to-win component — several ways to spend gems during an attack (for example, you have a spell that costs gems to cast).
  • OlympusRising: Greek-themed copy of RoyalRevolt (made by the same company.)
  • Dungeon Keeper: place upgradable rooms in a dungeon, connected by carved-out hallways. Some defensive monsters. Attacks come from 4 fixed entrances. Some monsters can walk/shoot through walls. Reasonably fun. This is a clash-like port of a much older game. It was hated as a cash-grab, but it’s no different than any other clash-like.
  • Batman:Arkham Underworld: Similar to DungeonKeeper, your buildings are connected rooms and hallways, with two fixed “garages” as entrances. Later you can bust through a window. Terrific AI to make defending goons dive behind your placed sandbags or sofas. Gold is in a vault room, with a very heavy door. Your HQ has “you”, a super-villain, defending. Attacking is your fully-controllable super-villian, with the usual dumb clash-like army coming with. Limited spells. Boom-Beach style map. This was a Suicide Squad movie tie-in, and was much better than it needed to be.
  • Raid HQ: Attacks are non-clash-like. Each defensive room is a level by itself — a stationary bullet-hell. Things like: one big robot, lots of waves of troops, or a tough laser bunker. Nearby rooms may add extra bullets. Attacking has a team of 4: use only 1, but freely tag in and out. The heroes are gotten and upgraded using gambling-chests, but they’re fairly generous – you can find free “S-class” heroes. At first 1 path leads to the HQ, but eventually you have to split your defenses among several. Uses the Clash Royale victory chest system (get 3 victory chests, then wait hours for them to unlock).
  • Drop Assault: WarHammer 40K-themed Boom Beach-style game. Uses a point system for defenses: you get 50 defense points per level, and defenses cost different amounts. Build and use whatever defensive buildings you want. Extras can even be put in a storage area, at no cost to you. Adds a live player-vs-player area. Gambling chests for heroes, some of which could be upgraded to be far too powerful.
  • Transformers: Earth Wars: attack team is 5 non-controllable robots. Each robot carries a spell, using a Boom Beach energy system to cast and recast. Robots are won through gambling chests. There’s a whole system with levels and stars — basically a collectable hero game.

[Game]Boom Beach

IBM is famous for missing out on PCs because they made mainframes and didn’t want to compete with themselves. Supercell went the opposite way. After Clash was a success for them, they experimented with an entirely different clash-like, which turned out to be almost as influential. Some of the things Boom Beach did:

  • The only goal of an attack is to kill the town hall. You get all the rewards for doing that, and nothing if you don’t. In Clash often the best plan is quick raids for easy gold with no chance of winning. That’s boring. In Boom Beach, every attack is real – study how to get to the HQ, against defenses made only to defend the HQ.
  • Instead of Nexting through targets, you have a short list. You can attack only them until you win or Give Up. Either way, new players appear after about a day. It’s kind of fun to try a few things until you finally beat someone. It’s also nice to spend more time planning an attack then looking for someone weak and rich.
  • Attack squads. Instead of training 40 archers and tapping 40 times to place them, you train 3 archer squads and place a squad at a time. You still have pretty good flexibility in what you select.
  • Traps (1-shot bombs) are visible instead of hidden. That seems bad, since attackers can avoid them, but they act as deterrents. Overall, it’s better.
  • Fun computer bases, that don’t run out. They’re these weird special things that break the rules. They might have only a few mega-weapons, or lots of machine guns, or huge minefields … . Most are pretty fun, and you’ll recognize tougher versions of them as you go. It’s a nice break from player-bases, but totally optional.
  • Weekly mini-campaigns. One day a week a series of increasingly difficult computer bases opens up, resetting each time. There are cut-scenes about a mad scientist.
  • Upgrades takes multiple types of resources at once – wood, stone, and iron. Getting enough of each can be a challenge.
  • Spells use an energy system. You can cast any spell, all you want, as long as you have spell-energy for it. You get more energy for destroying buildings. That allows you you to cast plenty of spells, but not all at once. Repeating a spell also increases its cost. Even your least favorite spell eventually becomes worth casting.
  • A beacon spell that makes all troops walk towards it for a short time. It gives a crude way to control troops during a fight — for example you can lead them around to a different side of the base.
  • Enchantments. You can gradually acquire parts to make magic statues that give some special bonus. You can only have a few, and switching is slow, so you need to choose. There are a several that buff offense, or defense or how much you loot, or how fast you produce (or how fast you find new statue parts).
  • You can’t drop your ranking to fight super-easy opponents. In most other clash-likes you’re always picking on weak people. You can easily lose on purpose to drop your ranking and face even weaker ones. In this game, you’re always fighting people your own size. It’s not perfect — it’s possible to get semi-stuck with opponents you can’t beat.
  • More flexible base upgrade strategies. In Clash of Clans you were heavily penalized for not upgrading evenly. Everyone’s base had pretty much the same buildings. In Boom Beach it’s much easier to focus on only some, making your base a bit more unique.
  • The “Resource Base”. When you conquer some special island bases, a limited number, you keep them. They produce extra wood or stone or whatever. But 1 other player can see it and take it from you. You can take it back, and so on. The base’s defenses, which you can arrange, get a little more powerful each time. Eventually one of you gives up. It usually lasts about a week, and is sort of a fun mini-rivalry. New opponents come after a few days. If you’re a slow player, fast-risers will tend to steal your Resource Bases, but after a while you’ll find one where the old owner doesn’t care.
  • Only one builder, who works faster. You start to realize how annoying managing 5 builders can be.

Some clash-likes borrow only a few of these things, but they go together pretty well. You’ll general see the “Clan of Clans” model, or the “Boom Beach” one. Both original games coming from the same company.

Monetizing

It’s possible to appreciate clash-likes for the way they make money. The standard trick is to ruin a perfectly good game with a bunch of limits, then charge for skipping. They usually feel fake: “You’re out of daily attempts. Spend 12 gems for another?” Clash-likes make them feel natural — of course I have to pay to attack more — how could it be otherwise?

Clash-likes make the daily free gem dispersal into a little game. As we know, giving free gems is a vital part of convincing players to spend cash, so this matters. Your base starts cluttered with “obstacles”: rocks, trees, bushes, funny stone monoliths … . A builder and some spare gold can clear them, possibly finding some gems. This is a clever way to shower you with starting gems. Most games say “here’s 50 gems”; a clash-like seeds the ground with 50 gems in little piles. Later on, obstacles randomly appear, and may have gems when cleared. The game is giving you a few gems each day, but making it fun. I like to stockpile just the trees, then dig them up all at once when I need gems fast.

Clash-likes have one of the best monetization tricks of all, built-in. The idea is that people hate losing more than not winning. The classic experiment is playing a game to win $5 vs. getting $5 and playing a game to keep it. Both are the same, but the one where you can “lose” $5 hurts more. This is great news, since in a clash-like, people are always trying to steal your money. Every morning you pray you didn’t lose too much; and certain flukes can spike your loses. Everytime you have to go to school with $2 Mil sitting in your vaults, terror makes you buy a shield, or rush a builder, or something, anything! Other games need to artificially add a fear of less, known as “inflicting pain” (what a charming term).

An old trick to sell anything is providing a “bad” option, or giving lots of options. If you want to sell a cow for $4, offer them for $5, 2-for-$8 and 3-for-$18. Clash-likes have so many cute ways to do this. For example, buying immunity to attacks is turned into a game. The week-long shield is only available once-a-month; the 4 hour shield, once a day; and so on. You can almost cover every hour of the day, if you work at it. There are also three different ways to buy gold. You’d think that one of them would be something simple like “spend 50 gems for 10K gold.” Nope:

  • There’s the standard “Not enough gold. Buy the rest?” button when you try to upgrade. The cool part is, in a game where people can steal the extra, buying only what you need feels smart.
  • You can buy gold directly into your gold vaults, but only funny percents: to the max, fill up to half, or fill by 10%. It doesn’t even tell you the actual amounts those are. And clearly, 10% and 50% are there to make “full” look like a better deal.
  • You can buy a 2x speed-up for your gold mines. They get a little glow for 8 hours. That feels more fair, like you’re working inside the game, but you’re still just paying for gold. It’s the best, right? It has to be, since it takes longer. But no one will ever really know.

Training times have 2 ways to speed them up. You can pay gems to instantly have your army ready. Yawn. Or you can buy a 2-hour x4 speed-up. That’s enough to attack almost constantly, unless your army is all dragons. Maybe you think other ways to spend gems are cheating, but this seems fair — you still earn all of your gold by stealing it from strangers. Serious players will always buy it, adding up to maybe $5/month. It’s basically a subscription, but more fun.

Every other type of game makes money with gambling chests, the ones that give a random Common, Uncommon, or Rare item. Those are super-annoying, and Clash-likes don’t have random stuff to win, so good riddance. But some clash-likes find a way to add them: take the identical Giant Barbarian Guardian everyone gets, and turn it into a random collectable hero. It’s the worst, but you have to respect the ingenuity.

Many freemium games use something known as pay-for-progress. Reaching level 10, where the game gets good, takes either a month, or $10. That’s considered fair if every level 10 player is on an equal footing. Clash-likes cash-in on this. You can’t pay to jump ahead, but you can rush each of the 100’s of steps, paying each time. I think it’s over $1000 to get to level 10. People have done it.

[Game]Fortress Legends

This neat thing about this game (which was discontinued in early 2017) is how attacking is nothing like a clash-like, but everything else is.

Attacking is a standard 3D dungeon hacker. You’re a fully controllable character, with several skills to use, a skill tree, equipment, 4 character classes. The whole MMO deal. The rooms are mostly filled with monsters, but there are blob launchers, spinning flame-throwers, traveling floor-saws, pulsing stun fields, attractors, and hidden silence and slow traps. The entire dungeon is maybe 8 large rooms. You have to clear one before moving on (the doors seal.) To make it odder, you queue-up in a group of 4 other live players (the usual Looking For Group queue. You wait while it fills up).

The monsters are: bruisers with an occasional hammer stun, fast wolves with a charging attack, various ranged that can charm, buff monsters or heal them. Or one huge semi-boss monster. The placed devices are easy enough to avoid, but dodging monsters at the same time makes it a challenge. If you like 3rd-person RPGs, it’s a decent game.

The final room is the owner’s actual character — same character class and spells — but computer controlled and massively powered-up. They did a great job, often having a several minutes long battle.

Besides that, it was a normal clash-like. People attack your dungeon, while you attack theirs. You get gold by whacking on their gold vaults. As with every other clash-like, finding the gold is more important than “winning”. You upgrade all of your guns and monsters and monster generators in the usual way, with builders. The room with computer “you” is also your Town Hall, unlocking more stuff as it levels up.

The Clan Castle was very clever. It’s another computer controlled powered-up character, of a guild-mate you choose. But it had a bad kink. To not be overpowering, you could only choose a less-powerful guild-mate. The weakest clan members were out-of-luck. If they were smart, they left for a weaker clan, then you were out-of-luck.

The dungeon-making rules used a point system. Rooms, which are huge, are allowed 20 points of whatever. Some people loved to have a trap gauntlet room, followed by a room with only waves of monsters. It was somewhat popular to choose the room design with obstacles near the doors, then everything concentrated into an entry killing zone. But then players learned to immediately run past into the huge empty room behind them.

I assume a problem leading to the shut down was that matching decent 4-player groups, of similar levels, in a reasonable amount of time, required a big player base. As it was, waits were a few minutes. I’m told some times of day you couldn’t get a team at all.

The thing I mostly remember: your base is built from connected giant stone slabs, flat on top, but ragged on the bottom where they’ve been torn out of the ground and enchanted to float high in the air. You can see other floating bases far off in the distance. It looks nice. And then: gold collectors pump gold out of the floor. It’s like a RoadRunner cartoon.

Builders & Upgrades

As we all know, freemium takes a perfectly good game and throws in arbitrary timers, energy bars and other limits to stretch the game out. People hate them, or, at best, see them as a necessary evil. The brilliant thing about clash-likes is how they do all that and more, and make you like it.

With troop training times, class-likes make you wait between each attack. That’s worse than the games that give you 5 tries a day. But people enjoy playing with it: when you go to bed, start training a bunch of cool, long training-time troops. You get to use them for 1 attack in the morning. Then switch to boring fast-training ones for the rest. It feels as if you have control.

When you finally get the cash to buy an upgrade, another timer makes it takes hours or days to happen. Then finally the limited number of “builders” kicks in. If I want to upgrade my Farm, I have fight a timer to earn the gold, then the game tells me I can’t spend it since the upgrades I started yesterday aren’t done. That’s so mean. But people love builders with their little tricks:

  • Builders prevent you from playing “just one more”. When every builder is put to work, you’re done for the day.
  • Build times, once they’re several days long, form a little rhythm. Some days none have finished, other days 2 builders are ready and you’ve got to hustle to get the gold to put them back to work. That doesn’t seem very exciting, but it’s less monotonous than other “check in once a day” games.
  • Time vs. gold cost can vary. Most notably, gold mines take a long time to upgrade, but don’t cost much. Casual players like the “don’t cost much” part, while aggressive players focus on the “takes a long time” and skip them. It feels like a smart choice, either way.
  • Wall upgrades are like a mini-game. If you have a free builder you can upgrade as many walls as you want. People actually discuss when to put the last builder to work, and when to keep it open in case you have a extra hour for walls.
  • When you start a new clash-like, you know getting more builders is the most important thing. A fun bit of insider knowledge. Even if you’re mostly a free player, you’d be a fool not to buy the $1.99 starter bundle with an extra builder.
  • Defenses don’t work when upgrading, giving you a choice. You can upgrade one defense building at a time, swapping positions so vital spots always have coverage. Or you can upgrade a bunch at once and be helpless, just to get it over with. People love that meta stuff.

A fun thing about builders is how they make sense at first, then make no sense if you actually think about them. Things I enjoy:

  • Buildings start tiny and get small upgrades. Your lvl 8 barracks is a shack with 7 additions. That’s not how buildings work. It’s really, really not how cannons work.
  • You aren’t even allowed to build the good versions. If you know how to build level 5 cannons and a new cannon slot opens, you’re required to make a small cannon and enlarge it 4 times.
  • Real buildings are not out-of-commission while being upgraded. For your defensive buildings, the king should explain to the contractor how keeping it on-line is of paramount importance. It should be shut down for a few hours at most. If the DOT can keep 1 lane open, only shutting completely down on Sunday night, so can my builders.
  • Why can’t 2 builders work on the same thing? WarCraft, which this was copied from, allows it. One builder-per-building isn’t even realistic by game standards.
  • Our base has builders as permanent employees. Why? Buildings aren’t made of gold, so we must be spending it to have iron and concrete brought in. Why not bring in an independent contractor with the lumber delivery?

There are good gameplay reasons for doing things this way, and that’s the point. Builders never had anything to do with realism – they’re just clever ways to justify putting limits on the game.

Looting and Realism

Game genres start out “realistic”, but since that’s not very good gameplay the definition of realistic-enough gradually changes. Today, everyone who plays an MMO knows you keep your stuff when you die. You die a lot and it shouldn’t be a huge penalty. But back when they were first made, passerby could loot everything from your dead body – anything else would have seemed stupidly unrealistic. Modern MMOs give that just a nod – you can loot a few coins from a dead player, but it doesn’t come out of their stash.

Clash-like looting is in a crazy place between realistic and playable. The most common rules are that you instantly steal stuff as you smash the building holding it. Hit a gold vault with a sword, or an arrow, or even a fireball, and a little bit of their gold pops directly into your treasury. Gold teleports instead of needing to be carried out because it’s simpler. Otherwise you’d need troop carrying capacity, pick-up animation, rules for when to run home with a full gold sack … ick.

One game, Batman clash-like Arkham Underworld, actually does realistic gold vaults: a massive vault door needs to be destroyed, then you quickly grab the cash. Trying to break that huge door can run attackers out of time, leaving them with nothing as the cops come. You know – the way actual vault doors work. But the other way you get gold in that game is hilarious. Computer hackers collect gold. To steal it you smash the computers with baseball bats and gold coins fly out.

I enjoy the optional “strongbox” building for how little sense it makes. Normally, attackers leave 1/2 of your gold lying on the ground for you to scrape up later. They just do. But some games have an extra building, with stats like “level 5 strongbox: 5,000 gold plus 57% of the rest is protected from attackers”. How does it work? Beats me. The same as the magical 1/2-gold rule, I guess.

Oddly, they all keep one “realistic” thing which ruins the game: you get gold by stealing from other players. That seems obvious — you can’t get gold out of thin air. But it’s a game, of course you can. It ruins the game since most people are broke, and the few players who have gold — their moms’ called them to dinner midway through playing — is pretty much arbitrary. The games could make enemies worth an “average” amount of gold, plus or minus. But people hate that. They like knowing they’re hurting someone else. For example, many clash-likes use “ghost” bases as filler — an exact copy of someone’s base, not owned by anyone. People hate those when they find out there’s no one on the other end crying over lost gold.

Instead the games bend over backwards to average out loot, while making you still feel you earn it all by stealing. The “Loot cart” makes it so you steal more gold than they actually lose. Bases are always worth a minimum amount, even if they have less. Daily challenges give free gold for a certain amount of victories. There’s an extra-safe area for storing your gold. But despite that it feels “realistic”, like the savage free-for-all gold stealing players think they want.

Walls

Out of all buildings, plain old walls are surprisingly complicated. You get about a hundred of them. 100 walls? What? It turns out a “wall” is just a tiny block. Making what a human would describe as a wall involves dragging dozens of them into a line.

There are short-cuts, glitchy ones. Selecting an entire row might also get you the corners, or not, and probably stops at walls of a different upgrade level. Dragging a whole row into a smaller space won’t work – you’ll need to unselect, trim to the correct length, then reselect. There’s an etch-a-sketch mode — trace on squares to place walls, and/or select the tiny handles and pull out a line of walls. It’s still not easy, but better than dragging 100 of them by hand.

Once you figure out how to place them, where you’re putting your walls is all wrong. Everyone starts with a rectangle around everything. That’s no good — the enemy only needs to poke a single hole. Some people make a double-thick inner keep. Also no good — the game has special rules making it not work: wall-blasters have a radius of 2. It turns out that a series of boxes, with shared off-center corners, is the best. It looks like garbage, but it works great.

If you get really into it, there’s exact math as to how much extra distance a wall counts as. You can fine-tune your base so attacking troops tend to go in odd directions or split up.

Finally, walls are a cash-sink for hard-core players. They’re the only building that takes 0 time to upgrade. If you want to play all day, upgrading walls is the one thing you can do. It’s not cheap, and you have 200 of them, so you’ll always be able to “work on your walls”. It has this funny quirk: even though it takes no time, you still need a free builder. So, regular players can put all 5 builders to work. They can’t upgrade walls while they wait, which is fine. Meanwhile, hard-core players need to leave one free so they have it to wall-upgrade through-out the day. That seems fair, sort of.

The coolest thing about walls is something just for looks. If walls actually filled their squares, they’d look terrible. They look better filling about half — like thick poles. But that means adjacent walls would have spaces between them. They fix that by auto-creating a special wall-connector segment. It doesn’t look great.