You keep trying to dismiss everyone who disagrees with you as only diehard plunderers. You and I have gone back and forth about this before: plundering is not part of my play style, and yet I completely disagree with you. Many others on this forum disagree with you, and not because they might be personally impacted but because they can see a bigger picture that you’re missing.
I see the exact same people defending the mechanic. Conversely, I see new people complaining about the imbalance all the time. I think that rather significant.
The attacker has an advantage because game designers understand that winning is fun, and if players don’t win more than they lose they won’t play anymore. If that’s an imbalance it’s intentional. It’s not a bug, it’s a feature.
Ever consider the other side of that equation? That losing all the time might not be much fun?
The attacker has a tactical advantage for that reason. Army versus army matters for the battle but, and here’s what you seem to overlook, has almost zero to do with plundering. Other, different factors are involved there, including timing, city planning, and the attention of the target player. Attacking a city and plundering it are two distinct actions.
No, the attacker has an advantage due to a poorly thought out game mechanic.
Your years-long crusade to lump both together, to reduce plundering by reducing the attacker’s chance of winning; altering the algorithm you view as lacking in strategy; ironically would serve to reduce the strategy involved in defending against plunderers. Players could take less care to plunder-proofing their cities. Don’t have to worry about timing production carefully, nor prompt collection, nor replacing plunderable buildings with unplunderable. You would make the whole thing one-dimensional, all about the battle, when right now it’s only the first thing to overcome.
I really do not think reducing the chance of winning from 95% to, say, 75% is such a burden on aggressive players.
All the things that you mention- city planning, production timers, etc.- would still be an immensely important facet of the game if the virtual certainty of winning was reduced to an overwhelming possibility of winning.
Further, Inno gave certain military Units advantages against certain other Units and disadvantages against still others.You do understand that this facet of the game is rendered completely unnecessary by the current AI mechanic, right? What would be so wrong with forcing aggressive players to tailor their attacking armies so as to give them a true tactical advantage against a defending army? I mean, if you want strategy to be a part of the game, well there';s a perfect example of how it could be made so.
So despite your insistence to the contrary, there are reasons to disagree with your perspective that have nothing to do with personal impact. Continue to ignore and dismiss those reasons if you want but that won’t make them go away.
Obviously, there are reasons to disagree with my suggestion. Some are more well-thought-out than others. Most distill down to
"I Want My Easy Button!", and I have zero respect for that argument or for those who use it.
I don't want Plundering to be removed from the game. I just want aggressive players to actually have to work for their spoils.