I like the idea because you can choose a path of play styles for alliances this way. And how about we compromise rather than throw away an idea. Make it all the same research until you know how your conquest is going to go. Single path until the branches later or single utility until choosing attack/defense later, either way we can be VERY creative with how this is all implemented, but regardless specializing is better than getting a mixed bag because it can fix those who complain about diplomacy maps rather than EVERYBODY getting +1 defense rating to troops and then suddenly you can’t win your 2v1 diplomacy map because you can’t attack two alliances very well. Examples here like this:
defense rating per troop -> defense rating to tower -> defense rating to player -> max number battles
builder cooldown -> tower cost -> player cooldown --E offense rating per troop -> offense rating to player -> max number battles -> offense rating per troop (2)
move cost reduction -> move cost reduction in enemy ter. -> max number battles -> energy regen
This is only an example and we can get far more creative than this example, and can even branch that further or have the beginning have 3 different start paths. And let me address those who say one path will destroy your entire strategy; If we increase the research times and keep the cost the same (in other words cost of wisdom per hr goes down), time will now elapse for your conquest to kick off/identify enemies and know which direction you need to go in your research for your alliance. This system is both flexible and balanced, because it leaves you vulnerable in other ways and that’s the entire point of such a system.
Choose to attack better, therefore have better chance of taking towers down and take over special tiles or middle if they were able to complete their towers there
Go into defense, this actually aids against 2v1 or 3v1 maps to be able to hold against teaming up
Utility builds, like energy movement costs, enemy territory costs, ways to quickly start small wars and get your SV as a group. Ideal for active players vs less active players, or to strike when they’re sleeping, and increase uptime of players.
If you still don’t understand how this isn’t the most balanced way to make conquest interesting and fix many things we’ve been complaining about (like 2v1 maps), then I gladly invite others to address the issues. This fixes those who pay to win. This makes it easier to face 2v1 maps because sure, they can all go into offense, but it means their defense pays which in effect buffs your offense too. Now you’re on a map where not everybody is impossible to knock down their tower, it’s just hard to knock down YOUR towers after you defend your attacks. Adds an extra layer of choice rather than everybody having the same stats every conquest.
Just remember there are multiple ways to address some issues just how the wisdom costs can be fixed in several ways. And I see this as helping multiple issues all at once and like many things, can be honed to be even better. If there are other suggestions on how to fix all the other issues I am mentioning, please bring up a single way to address them all with a single system change such as this.