Introduce New Units without TownHall!! in New Kam Beta

* Sorry for my poor english!


I have a suggestion to introduce new units (or just 1 - warrior) in normal kam game without TownHall. Let Townhall just for players who want to play bonus games or put an option to disable/enable townhall in lobby.
I saw that you want to add this new units in new kam: warrior, barbarian, rougue, rebel and vagabond.
Problem is that if you will do townhall like is now will be disaster for new kam. I'm sure that most of players, that know a little how to play kam, don't like this new future beause is unbalance. You must do only spam gold, like in bonus games, and you will have a bigg army. For example I played yesterday a fast test on 3x and made an easy 370 gold in pt and in 1h,12 min of game I had 600 gold. So no stragtegy, you don't need too much brain to make this gold spam(I do than on 3x speed not 1,5x). I think this townhall will ruin kam game 100%.
Because of this units release from townhall more and more players will not come to play on new kam. Yesterday night we had bigg, bigg problems to find players who want to play, after 2 days with full lobbies. only ffa game with 5 players after hours of waiting.
Mos of us like this new features like:
- Woodcutters house Cutting point and new 'Plant Only' mode
- Ability to select ally's house/unit etc.
But very much players hate that townhall & troops released by this house (I'm one of them) because ruin game, is imba and is not natural.
So today a little idea come in my head.

Add new units in other way, in normal game. All units will be produced in normal way, like units are produced today, recruits + wapons & realease from castle.
But you must add some options in Wapons buildings.
For example:

• Warrior
Add in wapon smithy option to produce beside swords, cross, pike + iron axe for warrior that will cost for example 1 iron + 2/3 coal and +1 normal iron armour from armour smithy (or you can add an unique iron armour for warrior that will be 1/2 from normal iron armour or if you want to make worrior more strong 2x more effective than normal iron armour). 1 iron axe = 1 iron + 2 coal because is more power full than sword
So
1 worrior = 1 recruit + 1 iron axe + 1 armour and will be release from castle like is normal.



• Barbarian
for this will be produce in wapon smithy same iron axe but +1/2 leader armour and maked not so strong like warrior
1 barbarian = 1 recruit + 1 iron axe + 1/2 leader armour and less power that worrior because worrior have iron armour so it must be more powerful and will be release from castle like is normal.



• Rougue
Here I have 2 ideas:
1. Rogure can cost only 1 leather because he don't need bow;
2. Most natural - add new option on Armory workshop that make wapon for it like shields. So 1 wapon for rougue will cost 1 timber(if you want to make 1 rougue = 1 wapon from armoury + 1 leader armour)/2 timber (most natural 2 because 1 bow cost 2 timber, and difference between rougue and bowman is on armour)

1 rougue = 1 wapon produce by Armory workshop with 2 timbers + recruit //or// 1 leather armour + 1 recruit and will be release from castle like is normal.



• Rebel
Same story like rougue but my idea is to introduce in this case an new item production on Weapons Workshop so 1 Weapons workshop can produce ax, bow, spear and fork that will cost 1/2 timber (I think 1 better and make less strong than millitia or 2 and = with millitia).
• 1 Rebel = 1 fork + 1 recruit and will be release from castle like is normal.



• Vagabond
(Yesterday night 1 vagabond kill 1 of my knights

Because don't have shield I propose this:
1 vagabond = 1 recruit + 1 horse + 1 wood axe and will be release from castle like is normal.


Benefits from this ideas:
1. Imba wapons from castle will be use to release this new units (for example, I have extra axes and 5 horses but no scouts or wapons for knight and I need a scout or some cavalery to kill bows in battle, I will release fast this vagabondes to use them);
2. All units will be release in natural mode;
3. Players will not consider them imba units like now and hate them;

4. Players will love to use this, will create new strategies that will include this units;
5. Game will me more complex that is now;
6. Game will become more popular;
7. Old inactive players will come back and play new Kam happy.
In this mode you can make strategies and normal Kam game will not suffer, players will be happy and use new units clever and (trust me) all will want to play new Kam in this mode.

!!! All new units will be introduce in natural mode in game, in logical structure of the city. !!!
No noobyy spam! Only Brain!

And finally, you can let that thown hall for bonus games, where players are addicted to spam troops, no fancy strategy, only produce as much as you can.
Or
you can use at Command Center, where you can command to servs for example to eat only 1 type of food when he go to inn or command to all woodcutters to plant only with 1 button or to all woocutters to cut trees because you need fast wood or to farmers only cut corn because you need fast horses/piggs or food breads or to see your statistics from your town like you see after game. I think is more natural in this whay that you add spam gold to release troops from there.
Thanks for patience to read this long text and I hope that you will use my ideas to make a new kam a better game!
I strong belive that townhall from now will ruin new kam, a new kame that have 6v6 option that i love it

* My first post on this forum. In 4-5 years I don't use it too much because of this black/grey background. I can't read too much because, in less time, my eyes are very, very tired, just because of this black background. After I read here 200-300 words my eyes are hurt. I must rest 30 min after i read a simple text?!. Most of time I must copy text on notpad to read it.