They build a lv 2 wood wall and have maybe 2 hunters and a brave in town,usually no hero and call that DEFENSE and ARMY. Is it our fault they choose culture over defense? I saw the question: what do i do after kyiv?,more than once.....REALLY????
I'm new to the game really, so you might think my ideas on it are not worth taking into account, but looking into it from an outsider point of view I can't help but find it funny how some of you think that your favourite type of game is the only sensible/serious/profi way of playing... Well, PvP, farm games, rpg are all ways to waste your time with pleasure when you should probably be doing something more productive, like working, studying, spending time with your family or at least taking a jog. So what if somebody wants to develop culture and not defense? So what if somebody wants to build a nice town and follow the adventure? Are they worse than you somehow? That's why they chose that politics, you know... It's advertised as being for those who don't want to engage in PvP. Give your opinion to the devs but please do not diminish other players just because they prefer other style of playing, supposedly available in this game.
I was drawn into the game because I loved TT1 - which was a single player, casual game. I loved it mostly because it was both strategy (in kinda starcraft way, where each level is a puzzle/challenge to solve) and rpg. While I might have played it to the end even if it was just one of those things, I don't think I would be coming back to it - which I do from time to time, becuse the (later) levels are still challenging even if you know the story and of course you forget that too. I don't think there's any other casual game I played more than twice.
That's why I looked for a sequel. The FAQ on this page advertise this one as suitable for casual players, thanks to this "collectivism" mode. I don't think that's true and even less when I read the forums - people quitting because their towns get destroyed and because they can't progress in the game as they wish. While I'm not at that point yet, I can already see it can easily get there, no matter what I do. I mostly like following the adventure (the real time strategy part is gone unfortunatelly!) and I'm willing to put up with some attacks if they do not hinder the part of the game that I like. Same as I can put up with the "farm" type accent such as waiting (for days) for your buildings and research to finish. That's why I was asking what's after Kyiv, and how much of the story is implemented. Without that, for me the game is boring and could be frustrating and I'd simply quit. I've already deleted all my heros except for one, on which I plan to spend much less time. Judging by other posts/chats, I wouldn't be the only one.
There are plenty of stricly PvP games so complaing that other players - coming here from the casual market of TT1 - do not want to engage in PvP in this one is funny to me. You can always choose another game, and believe me, those who want stricly farming games will not get cozy here either and will quickly find a more suitable one from just as big a market. Btw. there are also really great multiplayer games in which the interaction between players is to fight together against something... It is fun too, you know?
Having said all that, I still think the devs are trying to fit too much into a single game and I'm not sure it's possible. The result is, it's gonna be fairly good on all these aspects (rpg/farming/PvP) but will not be great at any. Sorry if this is harsh, but that's my quick impression as not-a-hardcore/addict player (yet! we'll see how it goes...). The people who love PvP will not be satisfied if you continously limit their expansion/attacks because they are doing it for just that - expansion! Resources have little to do with it... (besides, once you got past Kyiv, there's little else to do...) The farm/rpg fans will not be happy and will quit because it's not about how much the attacks disturb and hinder you but because they don't like being attacked at all! Being attacked a single time, without much damage, can still be very discouraging if you want a stressless game.
I think the only way to accomodate both groups will be to have separate servers - one for PvP, the other with PvP blocked. I know some parts of the story (even the tutorial) might be pointless in such a case (i.e. building walls and towers, stash, shelter, etc.) but it will still be fun for the casual player. In my opinion the game would still be very competitive, compared to your average casual/farm game, because of the need for culture expansion, seizing of resources, etc. You could still end up unlucky and boxed in completely if you happen to be neighbours with players who simply have more time than you to spend on the game.
Also, beginners still can train and learn on such a server to later (once they finish the story) start with another hero on the PvP server. You can then judge based on user activity how many servers you need for each type of players. I would guess this would actually increase your potential target market of players far more than trying out new ways of fitting collectivism and leaderism in a single world.