Weather And Other Subtle Base Changes
I'm sure this has been suggested before, but I'm not trying to reinvent the wheel, these are my own personal ideas. They're a collection of ideas I've been tossing around with my friends for a few weeks now, and I hope some of them stick.
WEATHER- Decided randomly for a set time, twice a day.
Rain: Slows troop movement by 10%, and slows attack speed of enemy defenses by 10%. Lasts for 1 hour.
Sun: The opposite of rain. Lasts for 2 hours.
Snow: Slows troop movement by 20%, and disables enemy Clan Castle troops from coming onto the battlefield. Lasts for 2 hours.
Humidity: Decreases troop training time by 5%, increases resources gained by collectors by 2%. Lasts for 2 hours.
Windy: Increases troop movement speeds by 15%, and gives enemy defenses that use material attacks(Like cannons or archer towers, as opposed to wizard towers and teslas) a 10% chance of a shot missing the targeted troop. Blows Air Bombs off course in a random direction. Lasts for 2 hours.
BASE SKINS-Re-skin your base as you wish.
Regular: Unlocked at the beginning of play.
Medieval: Unlocked at TH2, it gives it a medieval-Europe sorta look.
Persian: Gives your base a 1st-century Middle Eastern look. Weather will always be Sandstorm. Unlocked at TH4.
Dynastic: Gives your base an ancient China-style look. Unlocked at TH6.
Snowbound: Gives your base the look of a snowbound village. Weather is always snow. Unlocked at TH8.
Utopian: Gives your base a sharply futuristic look. Unlocked at TH10.
Atlantean: Gives your base a look as if it was underwater. Unlocked at TH10.
SEASONS AND DAY/NIGHT CYCLE
Seasons cycle around every, well, season, and affects your base skin as well as where your region of play dictates. Each season is accompanied by its own set of aesthetic changes.
Spring(Regular, Medieval, Dynastic): Grass is a brighter green, and puddles occasionally appear in non-occupied areas. Piles of leaves also occur as a terrain to be removed.
Spring(Snowbound): There are sometimes patches in the snow, where little puddles have formed.
Spring(Utopian): No change.
Spring(Atlantean): Water seems a bit clearer, and several new types of obstacles are found.
Summer(Regular, Medieval, Dynastic, Utopian, Atlantean):No change.
Summer(Snowbound): Snow now only covers about 2/3 of the map, patches of grass appear where snow has melted.
Fall(Regular, Medieval, Dynastic): Grass turns brown, trees get differently colored leaves, and leaves start to show up in many colors on the ground.
Fall(Snowbound): Trees lose their leaves and snow starts to re-cover the places where it has melted.
Fall(Utopian): No change.
Fall(Atlantean): Water appears a little darker, and other obstacles replace the Spring/Summer ones.
Winter(Regular, Medieval, Dynastic): Patches of snow start to cover the ground in small places, trees come up without leaves.
Winter(Snowbound): No change.
Winter(Utopian): No change.
Winter(Atlantean): Water appears greenish slightly, and less obstacles appear.
DAY/NIGHT- As you would expect, different looks for different times of the day. Think Pokemon X/Y day/night.
Hope you guys like these ideas!