EVOLVE THE GAME OR LET IT DIE...
Here are some random suggestions:
1. Fortifications should not be drachma based… why is every other building resource based but these are not? If you need to, make them very slow build time (and there are many walls and towers to build and upgrade). Money players will still pay to get them fast but players with less or no money can still have them. Plarium could even add a sixth fortification level system only achievable through sketches.
2. Make the sanatorium/infirmary more important. Don’t let it revive units (You already have the market healer for that). Don’t even allow it to revive defenders units for free. Declare a certain number of “wounded” in each battle. The “wounded” are automatically sent to the sanatorium/infirmary and spend extended time “healing” before they can re-enter active service. Sanatorium has limited number of beds/spaces available upgrading it adds slots and shortens healing time. Increase cost of reviving dead units to 80% or 90% of cost to compensate. Money players will still buy back their units at a smaller discount.
3. Make Persian battle stats identical to regular battle stats. It is too obvious that the Persian positions are designed to be “slot machines". Put a certain number of units in, get a certain number out making players hope for a “Jackpot” in liberated units. This is supposed to be a strategy game not a casino game! I hate building 400-500 troops and sending them to guaranteed slaughter at a metered rate to avoid winning battles in order to gain some high level units. This is tedious and annoying. In war, if you outnumber an enemy 10-to-1 in a straight battle he is not going to cause 10% casualties in your army, you will kill him without any losses. In Persian positions warfare you will lose exactly the same value in units as the other side. Bad mechanics.
4. Delete the political units or at least make them subject to failure… Assassins could sneak into your city and with a certain rate of success assassinate one or more of your champion units. This would make more sense than a purchased “bomb” that never fails. Assassins were typically used to eliminate an opposing leader/general to weaken morale or create confusion… and they could fail… and some might even escape.
5. Add a watchtower building… Do not let players see incoming attacks without it. As tower level is upgraded you see incoming raids further and further away from the city. You could even start seeing scouting groups approaching at the highest levels.
6. Add some game-controlled cities far away from each player (Players would only see those very far from them) make those cities offer trades at slightly advantageous rates 1.1X to 1Y for example to instill more life into the trading part of the game. Some cities could even offer Drachmas for resources at a very low exchange rate as another way to instill a small amount of drachmas into the game (Like Trader’s Emporium)
I hope to have given you some real ideas here. Give me some feedback if you care.