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The point isn't about what to ban, but that GO and fort guards are completely different in terms of power. As far as I remember from what I've seen, the guards aren't that tough to break through, especially before week 1, day 7 you can do it, and by day 121 you can get, for example, birds and upgraded elementals. And luck isn't just about cons, but also about caches, arriving heroes, GO, object guards, and so on).
But cons are more of a bonus). Because if you don't find them on your resp, you'll find them on another). After all, what's the use of getting some hives and some cons, but all of them are guarded by snipers, liches, and other nonsense))) While your opponent may not have many of them, but will eat a measly 1-3 hives on the first week, because the guards there are some dwarves or mummies, and the breakthrough power is already huge.
Regarding the fort, I agree that it's a small bonus, but isn't it true that this small bonus can set a big pace?
Maybe it would be more appropriate to make it: usable starting from the second week. When the Castle is already built and it will be more for maintaining the pace than for increasing it.
But cons are more of a bonus). Because if you don't find them on your resp, you'll find them on another). After all, what's the use of getting some hives and some cons, but all of them are guarded by snipers, liches, and other nonsense))) While your opponent may not have many of them, but will eat a measly 1-3 hives on the first week, because the guards there are some dwarves or mummies, and the breakthrough power is already huge.
Regarding the fort, I agree that it's a small bonus, but isn't it true that this small bonus can set a big pace?
Maybe it would be more appropriate to make it: usable starting from the second week. When the Castle is already built and it will be more for maintaining the pace than for increasing it.
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