Warning: Long First Post. (Most of the space is the lists and tables)
With the shield changes, the TH becomes more of a target. And honestly, without a buff for walls and defenses, as well as the TH, starting from small is next to impossible. I got stomped for 200k of each resource once and it set me back for weeks. All because the TH is now easily taken out. Mass goblin raids will crush players cheaply. And farmers cause issues for everyone. I have been STOMPED by a new TH11 (I met up with them later, they actually used gems). As a TH5, without the reliable added support of your clan, allocating funds for the more expensive upgrades is nightmarish.
Now then. Enough of the history of the idea.
My idea is for a village militia. Your TH automatically produces them, passively leeching the following every time it makes one;
Town Hall Level Elixir/Gold/Dark Elixir Cost TH4 75/200/- TH5 400/1000/- TH6 1000/2500/- TH7 5000/9000/15 TH8 12500/15000/35 TH9 25000/30000/125 TH10 65000/90000/300 TH11 125000/200000/500
These village militia would not be produced without all of these resources; they are consumed as the troop trains. E.g. If a TH4's militia is halfway trained, the militia will have taken 37 elixir and 100 gold. (This is precisely calculated by the math: round(c*p), when c=whole cost of the militia and p=the percent towards completion). The town hall can hold the following militia depending on the level of TH:
4 10 5 20 6 30 7 35 8 40 9 45 10/11 60
The militia have the following stats per level of TH, buff-able by the consumption of spells and/or a special option (mentioned later).
Level Base Stats (Ground:Air Attack/Health) 4 45:25/200 5 60:35/350 6 85:50/500 7 105:70/750 8 130:95/1050 9 165:115/1300 10 200:145/1750 11 500:340/2250
Now. For the buffing.
Troops can consume the following for certain effects:
- Lightning Spell - 2x damage to P.E.K.K.A.s
- Heal Spell - Passive Regeneration
- Jump Spell - Permanent Ability to Jump Walls
- Rage Spell - Increased Health and Attack
- Freeze Spell - Slow down target's attack and movement rate upon hit
Dark spells are too powerful and concentrated for direct troop consumption.
In addition, when one gets 100% destruction, they would keep their remaining troops. 98% means 98% of the remaining come home, and so on.
One spell contains 5 doses. A troop needs one dose for every two troop capacity it consumes, rounded up. (Barbs, archers, and Militia, as well as other 1-capacity troops take a whole dose)
Thank you in advance for reading.



