I haven't had a chance to really see if there is less e available, but I assumed that would be the case, and from what people are saying may have created a number of different issues, though I'm still kinda waiting to see how it plays out.
I get that walls are a huge pain in the ♥♥♥, and at higher levels it means that there's a lot more e available, and less gold. Then again, it requires more elixir to make a decent army than it does gold to search the map for a decent base to raid, so it makes sense that you would want more e available.
It seems like there are several other solutions that may be better, both to the wall problem, and the resource problem.
1. Reduce the cost of walls. (Duh!)
Lvl 5: 25k 6: 50k 7: 100k 8: 200k 9: 500k 10: 1m 11: 2m
Lvl 5-6: same Lvl 7: 150k 8: 300k 9: 600k 10: 1m 11: 2m
2. Resource Conversion Building (Alchemist's Lair)
This has been ruled out for the time being, but many have proposed a building that would allow you to convert resources. Level 1 would be something like 300k e, possibly a small amount of dark e (say 300), and 1 day of brewing time to make 250k gold. By level 3, 1m e (and 1000 de?) could yield 800-900k gold in a day's time, and you'd be able to make de and maybe even gems as well. A slow and painstaking process that is not without cost, but it would keep most of the e around while enabling players to make additional gold for walls or whatever else.
3. Level 12 mines and collectors.
Self explanatory. Adds more resources to the game at higher levels.
4. Allow people to buy a 7th mine and collector.
Seems simple enough, though you run into the same problem as with the alchemist's lair...too many more buildings and Supercell also has to start thinking about increase the plot size of the villages.
5. Increase league loot bonuses.
Might convince higher level players it is worth it to stay in higher leagues rather than dropping down to farm and making it more difficult for lower level players to find bases worth raiding.
6. Permanently reduce the cost of boosting collectors
You might think Supercell would dismiss this offhand, but it wouldn't necessarily hurt their bottom line if the lower cost resulted in more players using gems to boost mines and collectors, so they should consider either permanently dropping this boost down to 2 gems at level 5 and increasing it by 1 at each level, or perhaps better yet, making it 5 gems each no matter what level the mines and collectors are, as this would also help by providing additional encouragement for players to level up their resource collectors.



