Originally Posted by
Bauhaus
A simple solution to this issue (which is a big issue since it affects the market which is a major in all ways factor of the game), is the following:
Mark the camps (on main island and adventures etc) with a number. That nr would represent the nr of armies/waves you can use to attack the camp before the camp resets. Meaning, if a camp has nr 2 above it, means you can send 2 armies / waves. If you manage to kill all troops with those 2 armies you win, or else camp "resets" (goes back to its previous full army status). (A simple way to reset the camp if the player sees he has no chance to destroy it, example, to send an army with 1 recruit. There you go, last attempt, fail, camp resets. Now player starts over and this time he knows better than to send recruits. He needs better troops - Also, each time he attacks the camp, the nr above the camp is reduced by one, so graphically the player has the correct indication of how many more times he can attack the camp before it resets).
So, ofc, at first the camps would be easy, but as the player lvls and gets access to higher tier'd weapons, the camps would be more difficult. Eventually he would start facing camps that the recruits would not be enough to actually destroy the camp. If he had to face a camp that otherwise (as per what it is now), he would send 2 armies/waves of recruits but now the camp is maked "1" so that he can only send 1 army, then he would be forced to use one army of higher tier.
Here comes the high tier casualties. Militia and soldiers forced to be used. Guarranteed casualties. As the camps become harder,bowmen and longbowmen casualties become standard too.
Now you have all unit types become consumable.
Now you got balanced market (trade) as you should.
All you have to do, review your camps (and rebalance them as needed) and set a limited nr of times you can attack a camp to destroy it before the camp is reset.