One of the issues that I've always had with this game is that the only real ongoing competition is for the top clans, and the top players in those clans, who receive gem bonuses at the end of each season.
The problem is that you pretty much have to be a maxed or near maxed TH10 to be in this competition. I think it would bring an added element to the game if some sort of competition was created between lower level players/THs.
Basic Premise: Players are grouped according to their town hall or experience level range. The players in each group with the highest trophies/points at the end of each season receive a gem bonus.
Issues that would need to be addressed:
1) TH Snipers: The idea is not to reward the people who sit there and shoot out THs all day. One simple solution here would be to stop giving shields based on just shooting out the town hall, but this opens a different can of worms. The other solution is a more complex point system that also factors in average destruction, strength of bases attacked, and how well a player does on defense relative to the strength of his attackers.
2) Basing groups (new "leagues") on TH vs experience level: Basing the competition on TH level would discourage players from upgrading their TH too early, but it also puts players who have just upgraded at a disadvantage, and might make some players refrain from upgrading their town hall well after being maxed to try and the win the competition. A list of the top TH9s, TH8s etc. would also be a more meaningful list that more players would be interested in.
If players were grouped on experience level, (29 and under, 30-39, 40-49, etc.) there would be more strategy involved in when players decided to go up a town hall level. However, if you want to take troops, heroes and defense into account, it may be better to use the strength calculation for war rather than the actual experience level.
3) What happens when you level up during a season? Which league a player is placed in would be based on either where that player starts a season, or where they spend the majority of the season. There is a small issue of players spending gems to give themselves an advantage, but that's just more money for Supercell, and its not necessarily a problem for the competition either, assuming the number of gems a player would spend to gain an advantage is outweighed by the potential return.
Any feedback or ideas to improve this would be appreciated.


