"Defense is bad" was proven when I compared myself to
@Salsuero 's set-up. 'Bad' being the operative word that each player has to define for themselves. I am 'ahead' of him due to my ability to invest equal resources (Land use & GB FP investment) into something more 'profitable'. I use quotes because those are subjective on individual play style. Some players gain enjoyment from excellent defenses, but all things being equal, they would have more resources if land/FP were not invested into defensive buildings.
I believe your sentiment is that '0% may not work for some players that suffer from frequent plundering'. Nobody is arguing against that. I believe OP's data collection is to verify their hypothesis that attacks/plundering is rare. May be a flawed way to do science, since I think we are supposed to set a hypothesis that can be disproved? *shrugs* I should wiki that and refresh my memory. Regardless, all things being equal, space/resources spent on an adequate defense could be spent on something else. Defense %, by itself, does not grow a player's city. As long as 'defense bad' is defined as 'a building that retards the growth of a player's city in comparison to another in it's place', then defense is objectively bad if pillaging is minimal.
I'm hoping the discussion/data collection will help us aim players towards their optimal play style. So far, it has helped me!
I'd assume so, especially when refined versus unrefined goods become a thing. I haven't gotten there myself to speak from direct experience, but projecting my current plundering habits tells me that the bigger the Goods building, the higher my priority in plundering it. Depends on the effort of the pillager and ease of plundering.
Can confirm somewhat anecdotally: 3 Watchfires (12%)& 13 RoF (104%)in my inventory. (That's a a good data point I should track for myself!)
I suppose some data that needs to be collected for both sides of the argument is pillager demographics. How many, what ages they are in, what worlds, active raiders versus revenge pillagers, etc.
To slightly counter-argue that argument: That also means there is only 2 weeks a player must suffer through a pillager. That's 13(14 is impossible right? *shrugs*) pillages per week. Looking back at my comparison with
@Salsuero 's land space usage (420 pillages on my T.Farm before 'breaking even'): one pillager would need to pillage my TF for 30 hood rotations (assuming 14 pillages each rotation) before we could debate if my space allotment would have been better used for a Deal Castle or SBC. I do have two Terrace farms, so instead of waiting 420+ days to verify if TF versus DC would have been better for me... it could be only 210 days.
Speaking of data.
Main City (G world, Def still 32%. I will vaporize my RoF right now to assist in data collection. Def next week should be 8%. Close enough to the 0% sentiment that it shouldn't pollute the data we are collecting.)
Confirmed zero plunders on
4-11-2017 till present.
5 attacks, 2 breaches, 0 plunders, 4 Unique attackers.
The 3 breaches came from the same person. They are most certainly seeking retribution. I plundered their palace 3-5 times in a row before I got lazy and lost their collection time.
I'm certain another attacker was also attacking in retaliation due to the messages they have sent me expressing their distaste with my attacks on their city.
For those who are interested in defending their defensive defense arguments, submitting data like
@Salsuero would be helpful and/or fun to compare.
Sal's stats (so I can reference/track them going forward)
Mar 31st: 2 attacks, 0 breaches 1 unique attacker (Attacker appears to be... derp?)
Apr12: 6 attacks, 0 breaches, 4 unique attackers
Self
3/21-3/30: 5 attacks -- 2 breaches -- 0 plunder -- 2 retreats
4/5-4/10: 3 attacks -- 2 breaches -- 0 plunder.
4/11-4/17: 5 attacks -- 2 breaches -- 0 plunders -- 4 UAs.
I should probably get my data reporting streamlined.