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Steam News22 June 202614d ago

⚔️ Championship Match Analysis – Why Nobody Wants to Attack

Hi Alchemists, Now that the "Spring Conquerors" championship match is reaching its final stages, it feels like the perfect moment to analyze what we've learned.

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changedNow that the "Spring Conquerors" championship match is reaching its final stages, it feels like the perfect moment to analyze what we've learned.
changedBut moving and attacking?
changedThat sounds like a great victory.
addedSuddenly you're carrying your original talismans plus the three new ones you just acquired.
changedYou've become the most attractive target on the map.
changedA Possible SolutionWe've been discussing ways to encourage more movement and conflict.

Master of Cladia changes

changedNow that the "Spring Conquerors" championship match is reaching its final stages, it feels like the perfect moment to analyze what we've learned.
changedBut moving and attacking?
changedThat sounds like a great victory.
addedSuddenly you're carrying your original talismans plus the three new ones you just acquired.
changedYou've become the most attractive target on the map.

Hi Alchemists,

Now that the "Spring Conquerors" championship match is reaching its final stages, it feels like the perfect moment to analyze what we've learned.

The outcome is very close to what some of us had anticipated:

When many experienced players participate in the same match, the game naturally tends toward a situation where each region ends up being controlled by a powerful alchemist.

At that point, everyone keeps growing stronger:

  • breeding dragons

  • improving existing dragons

  • accumulating resources

But moving and attacking?

Why would you?

Imagine you successfully attack another player and steal three talismans.

That sounds like a great victory.

The problem is that you'll probably lose dragons during the assault, weakening your position.

And then...

Another alchemist notices.

Suddenly you're carrying your original talismans plus the three new ones you just acquired.

You've become the most attractive target on the map.

The result is that successful aggression often creates an even bigger strategic risk.

And because players can currently move to almost any region in a single turn, it doesn't matter who attacks you next.

If it's not one player, it will be another.

This creates a strong incentive to stay defensive.

A Possible Solution

We've been discussing ways to encourage more movement and conflict.

One promising idea is introducing contiguous regions.

Instead of allowing players to move anywhere on the map, movement would only be possible between connected neighboring regions where you have towers.

In practice, this creates a graph-like structure ->

Now, if you attack on one side of the map, only a limited number of players can realistically react.

Not the entire world.

This naturally creates front lines, strategic depth and more meaningful expansion opportunities.

Most importantly, it encourages players to move.

Because if you stay still for too long, someone on the other side of the map may be quietly collecting talismans and growing stronger.

And by the time you finally meet them...

They may already be unstoppable.

What do you think about this approach?

Source

Steam News / 22 June 2026

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