I am thinking the same way regarding equal opportunities among players only.
But if I try to think about this from InnoGames prespective by a limitation to 1 base only I would probably loose "some" revenue.
Especially those players who tend to gain 5 - 15 bases during an event are of course big spenders, that are mostly out to boost that feedding effect as much as possible in order to climb ranks or in order to enjoy other benefits that other (upcoming) feeding effects (will) give.
I really like your idea of switching that "multiple base-system" to one that would instead of a 2nd base and extra evolutions give wishing well, genie or other such prizes, especially after that reduction of diamonds that can be won in game.
I would love this! To me as a minnow it would be an additional attraction!
But I think that feeding effect-boosting-offer leads to more in game sells and to more revenue than the other one would.
That's why I think that InnoGames won't change that so fast.
I'm not sure. There is some truth in that big spenders MAY spend a bit less. However, how many cities are there that actually have 3 of the same evolving buildings? Let alone more than that? That number is very small, extremely small.
And most of the buildings aren't worth having multiple times, it's only a few where that actually is beneficial, so the big spenders usually won't bother with it.
As I said sometime before, for the longest time I bought a stash outpost every event, even if I wasn't impressed with the prize-building. But it means one can put an additional one (or more) out during an event where the prize is worth it. Doesn't mean I'm spending more, it just means I use it at different times, while the total amount I spent didn't change at all. I'm pretty sure other 'big spenders' figured out that trick as well.
Sure, there will always be a certain amount of big spenders. But it's much easier to convince 1.000 people to give you $1,- than to find 1 person to give you $1.000,-. Same goes for a games, it will be a lot easier to create offers for smaller amounts that's attractive to many players and will very likely generate more income than to pander to just a few.
Added advantage of that is that even players who start will (eventually) be able to kinda catch up, since each such building is unique and can be crafted in time.
For players who really log in regularly and spend their event-currency wisely, gaining a 2nd base is do-able, even without spending any money. However, the extra artifacts to get that 2nd one fully evolved are a bit harder to get. So those may be enticed to spend a bit to get extra blueprints during special offers, or buy them outright.
But if we were to do away with multiple bases, the scores will be far more easy to compare. This building, with multiple bases, will be able to completely screw up the tourney score comparisons, as well as the rankinglists over time, as those with multiple bases will hugely increase their tourneyscores and thus will gain the added rankingpoints that are a reward for the top-scorers. Which means that for other players there is less incentive to even try to get a high ranking as without that advantage it basically is impossible anyway.