Before going in depth, im first going to cover some basics.
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The basics:
Ways of money or elixer coming into the game (constant):
- pumps
- mines
- money/elixer bought with gems
ways of money or elixer coming into the game (once):
- goblin maps
ways of money or elixer leaving the game:
- building units
- upgrading units
- building buildings
- upgrading buildings
- cancelling buildings
- buying traps
- buyings spells
- buying/upgrading walls
- buying flags/decoration
- removing objects (tree/stone/bush etc)
- searching vilages
- loot wich is available and looted but couldnt be stored
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Relation between activity and loot:
Look at the part of how do rescourses get into the game again. Besides usage of gems, the only way money or elixer comes (constant) into this game is with the pumps and with the mines that players have build.
active players generate X ammount rescourses, but usually spend more then they produce with mines. Because they spend more then they produce (in general), I say they create a deficit (not correct word, but i dont know the english word).
inactive players generate x ammount rescourses, but dont spend then (making them available for others aka active players). i say they create a surplus (proberbly not the correct word, but i dont know the english one).
IF everybody who plays this game, would be active players and wants upgrades, still the ammount of elixer and gold coming into the game stays the same. total money/elixer coming available for all players = players * produce from goldmine/pumps. The more active players who play (in general, or at a certain time), the less total money/elix will be available per player.
Note: Loot available from villages will depend on the ammount of active players in general, but also at a certain days / time. Playing during the week often gives more loot then in the weekends. Playing at certain times provides villges with more loot then at other times. it depends on how many people are active and want loot.
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effects of loot % changes to COC economics:
Now we covered some basics lets go more into depth.
Higher levels are generally more active then lower levels (in general, ofcourse there are exceptions to this rule). After all because they are verry active for a longer time, they became high levels.
Because high levels require alot rescourses (more troops needed for an attack, more expensive troops, more expensive upgrades), they require more rescourses. They use more then they produce themselfs, so this group of people relies on a group of less active or inactive players (who produce more then they use).
Lower levels often are less active (in general, one big exception will be new players. they are verry active. but they will level up at a fast pace and become higher levels too. the inactive ones stay low).
The money "generating" inactive players (often lower level). are the ones adding to the "surplus". They balance the economy. they fill the gap between the deficit and the surplus. (i hope u are still following me).
The loot % determines how much/how fast rescourses are "leaking" from inactive players (often lower level), to the active players (often higher level).
reducing the loot% will reduce the ammount of rescourses that "leaks" from the inactive to the more active players. Higher levels/active players therefore will end up having less available rescourses for their upgrades. This creates a certain demand for other income scourses (in this case gems).
Especially the update on heavily reduced available loot from people with a TH level diffrence of 2 or more, has a big (negative) impact on the ammount of rescourses "leaking" to the higher level players. This possibly creates an artificial "need" for gems among high level players (to keep progress at the some pace as before).
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Who is greedy? Supercell for wanting to sell more gems through these updates?
Are higher levels greedy because they want to progress fast/faster? (then they currently can in the current situation).
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discuss and stay respectfull!


Kidding.

