Okay, I think I'm finally starting to understand where you are coming from. It is true that Forge of Empires changes from mostly-melee to mostly-ranged in early ages. Then, in the later ages, there are things like reactive armor and stealth. All of these things force you to change tactics as you go up in age. Elvenar introduces things like fire and poison, but that doesn't force you to change tactics like FoE does. Combat tactics are largely the same. I think you are absolutely correct in that. And I think it is hard for someone who has not played both games to understand that complaint. At the same time, the two games have a bit of a skew in player preferences. FoE skews towards fighters, while Elvenar skews towards farmers. As such, FoE developed their battle system more, while Elvenar focused on guest race goods production. Each of these developments cater more towards the individual player bases. Elvenar did try to develop combat more by adding units that were more specialized. However, the player base was not too enthusiastic about the combat changes. And a bunch of players complained that they don't even fight at all, so why should they care? So, that makes it less likely that they will spend a lot of effort changing battle tactics. On the other hand, it is possible, especially since they need to do *something* for military after getting all player units to 3 stars each. Still, this chapter was always going to be about introducing T6 goods + maybe another minor wrinkle (it ended up being set buildings). They weren't going to do some radical combat changed in this chapter. Possibly in the next (since they have finished with the sentient goods), but I wouldn't get my hopes up too much.