Have to say, loser bonus is more a handicap to lower teams that play fair, than a tool to balance things for unbalanced matchups in practice. Wasn’t too uncommon for us to see a 5-10% extra skull bonus for a team 10-30 levels higher for years. We made maybe .3-3% total when we finally started losing/were overtaken by their bonus.
Yes, we always had the highest fiefdom amount, so I’m sure some will chime in and say it was our fault lol. We weren’t weak for our level, often winning the popular seasons, even outmatched in level. However, many others get them (and it’s way more widespread “strategy” this past year), because the mid 60’s, 70’s and 80’s are too afraid they will get a challenge, and lose a precious boost for the season they want lol.
It is very hard to lose tiles now, even if you’re trying, because of fiefdom shedding in and off season everywhere. I can’t completely fault them for it, but it really hurts the ones not doing it, and increases the chance they’ll encounter it earlier and earlier. Lower teams need the chests and rewards to grow in strength early on, and the few boosts they can afford to keep to recruit. The current system can lock them in a pretty bad place.
Maybe it would take a bigger boost penalty to straighten this out as a quick fix lol. Drop an extra strength level or 2 of the boost for every fight no one fights and more for each time they do it. (maybe a certain pt threshold, but something expected for the members, always 5-15 that won’t or can’t fight)