# City on a Hill, defenders are too many

**URL:** <https://forums.snapshotgames.com/t/city-on-a-hill-defenders-are-too-many/10952>\
**Category:** Game Feedback\
**Created:** [July 3, 2020, 8:06pm UTC](https://forums.snapshotgames.com/t/city-on-a-hill-defenders-are-too-many/10952 "2020-07-03T20:06:19Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![noStas](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/nostas/32/2001_2.png) [@noStas](https://forums.snapshotgames.com/u/noStas)\
**Post date:** [July 4, 2020, 10:54am UTC](https://forums.snapshotgames.com/t/city-on-a-hill-defenders-are-too-many/10952/3 "2020-07-04T10:54:40Z")

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What do you think would be possible if everything was like this?

> [@Attempting a realistic/detailed representation of missions](https://forums.snapshotgames.com/t/attempting-a-realistic-detailed-representation-of-missions/10882):
>
> Haven Defense Attack of monsters / enemies on several structures at once (2-3 Haven tiles) The player himself chooses the goal and the reward: Protect the key objects of 5-7 turns (you can choose immediately available soldier-defenders with deduction of resources). - Power Generator, mid reward Eliminate enemy forces with the key boss (random defenders). - Training center, high reward Eliminate enemy forces (without the participation of internal defenders). - Plantations, low reward Explains…

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