I'll speculate... They saw another game (it rhymes with Lame of Bore) taking the top grossing spot for a few months in US iTunes over Clash. The games model: pay to win, casuals and non payers stand zero chance whatsoever. The game makes you progress very fast in the first day and offers protection. But after a couple days, the top players crush you for giggles. Imagine if a max TH11 could pick what base they wanted to attack without loot penalty. That's basically their model.
There is a report on mobile game revenues that of the gamers that spent real money on a game, ~75% did so within the first 24 hours. The longer the player waits to spend, the likelihood of them ever spending diminishes exponentially. So thats what Lame of Bore does, after your first couple days, you are faced with the "Spend or Die" dilemma.
I'm not saying Clash is going fully that route, but I wouldn't be suprised if SoftBank was tipping the scale a little more in that direction (honestly, I would too if I ran the company and my money was at stake). Players will spend when forced. Spenders will spend more to stay on top. It's sad, but addiction and the human desire to compete and rate themselves among others is strong... And profitable.
I'm just glad I maxed TH10 before all the changes![]()