We are looking forward to your feedback about version 2.220.
Morale no longer decreases during sieges (ghost towns excluded).
I don't understand why this change is implemented so that it applies to current Morale CQ worlds and on such short notice. This is a huge strategy disruption to those worlds. I would liken it to changing the speed or the conquest system partway through a world.The change will apply to new as well as old worlds.
We think it's fair to ask some players to change their tactics.
Yes, it definitely is a strategy disruption for small players who helped their alliances carry out this tactic. We think that's fine though. Those players didn't have much "normal" gameplay going on beforehand anyways. For larger players nothing changes, they can still conquer towns as usual (only that they might have to send the CS themselves from now on).This is a huge strategy disruption to those worlds.
We also thought about this. But as you said, maintaining different world types is always tricky and we got enough of those special cases already (see old Hyperborea worlds for example or one "normal" DE world without the changes to WW islands).If there is some difficulty in maintaining 2 versions of Grepolis (siege morale for old and non-siege morale for new) then I recommend only applying this change after all current CQ morale worlds have ended. Until then all new CQ worlds can be released as non-morale. This would be a much less disruptive way of applying this update.
Individual strategy is a factor - but I was referring more to ally strategy which is more important (as this game revolves heavily around teamwork). The strategic differences between siege morale and non-siege morale CQ for allies are quite large and you've given everyone in existing worlds quite a short time to adjust to the change. In the EN server, this was announced 1 week beforehand while in servers like US it hasn't even been announced at all.Thank you for your feedback!
Yes, it definitely is a strategy disruption for small players who helped their alliances carry out this tactic. We think that's fine though. Those players didn't have much "normal" gameplay going on beforehand anyways. For larger players nothing changes, they can still conquer towns as usual (only that they might have to send the CS themselves from now on).
Thank you for your feedback. We definitely always take into consideration what impact a change has on strategy, even more so in regards to years-old tactics that are commonly used. In the case at hand it was decided that the negative impact doesn't warrant an only partly implementation for just new worlds. That decision might fall differently for different cases. But in case a change is made out of balancing needs, it might also be worth it to introduce it to older worlds even if it forces players to quite heavily change their strategy.Will this happen for future updates involving large changes as well? For example, removing the tactic of BP boosting from the game might make it no longer possible to generate favor with Heracles. Is it possible such an update would be implemented with short notice (and possibly just before WWs in some worlds)?