This is one of the most aggressively pay to win games on the market.
You can buy an infinite number of troops immediately from the shop. If a billionaire decides to join a server, they can destroy every beacon and every castle in the game on day 1. It's just a matter of whether that new joiner wants to spend the required amount of money. The possibility for absolute imbalance is always there built into the way the shop operates.
The problem is exaggerated as the game has very little scope for skill. The siege mechanic is biggest army wins.... and if the biggest army is big enough, can win with little to no losses. The fights are the server doing maths. The players don't input any skill into the actual fight. The only real skill is in not getting caught in fights you can't win... but if you do get caught in one it's game over.
Unlimited advantage from money and very little skill makes this an incredibly unbalanced game.
It was always like this from the start but at least for the first 2 years, there was a meaningful strategy game. The shop was SO expensive that no one bought an overwhelming advantage and completely unbalanced the game. You could compete as F2P or a hobby level spender. The key was that earned troops were significantly greater than bought troops.
Then Plarium moved to aggressively monetising the games for maximum short term profit. They made the game significantly cheaper (permanent offers, addition of the healer). And updates became content that is locked behind paywalls. The only way to progress it is to interact with the shop, it can't be realistically earned by interacting with the game (e.g. all the things that require sketches).
That flipped us to a situation where the bought armies became greater than the entirely of all earned armies. At that point the game ceases to be an effective strategy game. It's only about who is going to spend the most money. All the beacons went down and the game entered it's barren phase (2016 to 18) when it nearly died. I logged maybe a couple of mins a day on my main and only did that because the community I was in, kept me attached to the game.
Introduction of force limits meant the tiny number of mega coiners could not longer run around smashing everything with their credit cards. And from the start of 2019 the game has recovered somewhat and become more active. But it's a fraction of what it used to be in it's first 2 years. If you have a really really good understanding of the game mechanics, your league can just about stay competitive. It's still like swimming uphill and having your hands tied behind your back but it's not completely and utterly impossible to stay alive, like it was between 2016-2018.
Why is game balance important? And why do so many people come of the forums and complain about it.
For the vast majority of people there is simply no purpose or meaning to playing a game that you can't hope to compete in.
With a few exceptions there are now only two types of players left here:
1. The coiners (who buy armies and fight eachother with them)
2. Farmville casuals (who keep everything in cats, don't fights and can get enough enjoyment out of the game from just growing and building)
Both are a tiny population of the entire gaming community. Which is why these games are doomed to a tiny player base. And while Plarium can clearly make money designing a game that fleeces $50-$100k out of a few meag coiners, the crying shame is that they could have made much more money enticing hobby spenders to pay $20 a month and had a massive player base (200 ppl paying $20 a month = 1 person dropping $50k).
Personally I think we have to suffer an unbalanced game AND it made less money for Plarium than is could have. Lose lose.
So like you I feel sad when I remember all the people that left and quit due to imbalance and feel such regret for what could have been but was lost.
[Edited]