ExtraMile:
I should have been more precise in my scenario- you did a better job than I did.
I would say that Inno, by the way they have constructed this facet of their game, would be more akin to a chess player (the aggressive player in FoE) starting the game with three Queens. Inno is, of course, absolutely free to construct PvP in any manner they wish, as it is their game, but players should also be able to level criticisms of their decisions.
Inno has made it abundantly clear that they not only support PvP but tilt the game so as to give an overwhelming advantage to aggressive players.
Yes, I can put up a City Shield to thwart attackers....but that's little more than a band-aid on a severed limb. I have the ability to create and deploy a defensive Army, yet that Army is almost totally ineffectual, even if its defensive rating is several hundred percent higher than the attacker's offensive rating. Just as I oppose aggressive players having a virtually guaranteed win 'strategy', I oppose defensive players having a guaranteed win strategy. I want my defensive Army to have a reasonable chance of defeating an attacking player, not Tavern silver involved.
There is a solution, and it would involve making one change: change the City defense Army AI to that of the Continent Defense Army AI. While the City Defense AI targets Rogues to the exclusion of other units, which allows the infamous "1+7" attack scheme in which an attacking player uses 7 Rogues and 1 real unit to attacking, moving the real unit to usually the top left corner and sending his Rogues into battle. The Continent Army Defense AI has some chance of targeting Rogues in an attacking Army, which makes "1+7" at least somewhat less effective. Removing what I consider the "easy button" would force players to actually have to use some measure of strategy when attacking neighbors. Would that be so bad for the game?