A number of players have created a second account which they keep at PH 2/3/4 as these levels have the best [recruitment time] to [BP potential] ratio in rumbles. Their ratio is such an advantage that they can earn over 1000 BP in a rumble without needing to gem.
In response to the update, I'm working on adding the legendary fort/silo, variable range GP, and lower ph/defense levels, as well as outcrops and decorations, and the ability to remove pieces back to inventory, as well as cleaning up the range toggles per defense so they don't get out of sync (stateful checkboxes rather than buttons). Doing this without making the UI even more enormous and cluttered than it already is can be a bit of a challenge though. I'm considering just letting you specify the min/max range for your defense and having it default to the ph9 values, and then if your defenses are lower level, you just type in your number, rather than making cloned versions for each ph level and figuring out all the range numbers on lower level defenses myself. If anyone wants to weigh in on ways to make it look cleaner, function better, or just their opinion on that direction, I would gladly take any input. Its going to be a couple days worth of work so I want to get it right.
fantastic work. I had just started drawing the artwork to make something similar but did not have a scooby how I was going to do so, that all just script controlled? had thought of a python driven web app or QT app then did a quick web search and found mapeditor.org but before looking into whether I could code ranges and hotkey/buttons in 'tiled' I found your post. One thing I would like to add / ask: did you, or would you, consider generic symbols for the items rather than screen grabs? It would make it a lot cleaner imo. I started out with a style reflecting old chess programmes: edit. ok now I've really befuddled my poor adhd. godotengine.org and overlap2d.com added to the list of fun things to learn. sigh.