Gold & Elixir Imbalance - Solution (Wall Upgrades w/ Elixir)
My elixir storages are almost always full.
I'm sure many of you have experienced this before; you're upgrading your defenses (be it mortars, archer towers, wizard towers, etc), and you notice that you're using substantially more gold than elixir. After 4 or 5 more upgrades, your gold storages are almost empty, while your elixir storages are completely full.
Here are the reasons for this:
1) There is an imbalance of the amount of gold vs elixir needed to finish upgrades.
Overall, it takes 2,668,156,000 gold to fully upgrade a base. This includes defenses, walls, town hall costs, etc. However, it only takes 225,813,300 elixir to fully upgrade a base. This is less than 10% of the amount of gold needed. 10%. This means (assuming that the amount of gold and elixir received per raid (and collection from pumps and mines)) that 90% of the time while playing this game, your elixir storages will be full.
2) Upgrades that require gold are prioritized
Many of the important upgrades in the game all require gold, and are mostly prioritized by players. The only important upgrades that require elixir include labs, barracks (occasionally), and dark elixir building such as drills and dark elixir storages. This means that while attacking other players, as well as choosing which collectors to upgrades, players tend to upgrade the buildings that require gold first. Because of this, the problem with having too much elixir is further worsened.
My solution for this is simple. Allow players to upgrade walls using either gold or elixir.
Instead of trying to balance out the amount of gold and elixir needed for upgrades, as well as trying to balance out the importance of each building in order to sustain the balance between the demand for gold and elixir, why not just allow the players to balance things out?
Allowing players to upgrade walls using elixir as well as gold, lets them use the elixir they have left over, and speed up the process of upgrading walls, something that is considered very difficult to do.
Also, with this new choice of which resource to use, the preference of gold over elixir will cease to continue. Players will not be encouraged to upgrade gold storages or mines over elixir storages or pumps, because of the new importance of elixir this will bring to the game.
There is, however, a big problem asscociated with this idea:
Because walls will be easier to upgrade, players’ bases will become harder to attack. This will mean that players will receive fewer resources from each raid, slowing down individual progress. To counteract this increase in defense power, I would suggest adding newer upgrades to certain troops, such as wizards, goblins, wall breakers (especially).
Works Cited:
"Cumulative Costs." Clash of Clans Wiki. Clash of Clans, 21 Jun 2013. Web. 23 Jun 2013. <http://clashofclans.wikia.com/wiki/Cumulative_Costs >.
Disagree: Leave it as it is
I see this come up a bit, and strongly disagree.
1) Trophy hunts would be much harder. We do a trophy push every second weekend, and every-time I have to save elixir before hand as I know I'll burn a hole in it to jump my trophies. Despite what most farmers do trophies are also a big part of the game. Forcing players to use more elixir in upgrades will make trophy leaps even harder.
2) If you could upgrade walls with elixir & gold it would have repercussions on available loot per raid. Finding good raids would become more and more difficult as players will be able to dump it more easily in upgrades.
3) It would also mean more players will have stronger bases, also making good raids harder to find. The balance is quite good right now and this would be detrimental to that.
4) It would discourage good donations. If elixir is rarer the chances of getting wizards/pekkas/dragons would be cut back sharply as more players will be focused on saving. Don't take away clan castle love.
5) Not as important as the above, but still. I like been able to do some gardening to try get a few bonus gems. Having some surplus elixir is perfect for that.