I don't think phases are broken as a concept, but a lot of things derivating from it are. Even if there can be an other way to have a similar effect. Each phase already gives an advantage in theory, but not maybe in current implementation. In village phase you only have the basics. With the addition of wooden towers you also have a few defensive abilities (considering they should be part of a strategy and not a always do or never do, with proper advantages and drawbacks). In phase II you unlock the ability of having better soldiers, either with new classes or technologies, better defenses and better economy. In phase III you have the same power upgrade that can outclass phase II. On that point I have a different view from wowgetoffyourcellphone, not unlocking new strategies by phasing up but unlocking other -and more efficient- ways of doing them (why excluding diversity from early game?). So if you phase, you unlock things that can overwhelm the previous one, but you need to spend resources on it (and can be overwhelmed by just number). In theory it's a cat and mouse, a race between exploiting phases bonus and costs. I agree, currently there is no real reason to stay at a low phase. It's just going up to town phase, build a CC and towers and attack with towers (offensive towers? Isn't this a siege weapon?), untill you go city phase, get champions and fortresses and wipe everything. Which I feel is way more broken than phasing and to be deeply linked to it. At least it's how I see the latest svn games I played, I would be truely happy to be proven wrong and wouldn't have started Sibyllae Vox otherwise. If there would be some way to fight in early phases (and things to fight for), it would be harder to spare more resources for phasing. Then phasing cost is just a matter of finding the right cost. You are providing interesting ideas like more diverse buildings requirements and building upgrades. But I don't know if it will open more strategies, it will surely provide more build orders. To the extreme, Warzone does specializing at a huge size, and because you can't really switch from a strategy to an other, it's still rather linear (once you have made your first choices, you are really stuck in them, switching is losing). I really don't know about this, it a matter of finding a good balance between choices and destiny and invite you to develop it a bit. I don't have made my mind, I was thinking about extending village phase in sibyllae Vox, to make it not just a sub-phase, but a full entity, like you can already play a lot of things in town phase (well, in Sibyllae Vox) and make it last a bit longer (say if an average game lasts 45 mins, have more or less 15 min of each phases and not phase III at 15 min). Thinking it the reverse way, phasing being the effect of growing and not a requirement (you can get town phase once you already have a town, and not be able to make a town when phased). Thus the "step", requiring investments (resources and time) may add one choice more to do in the global strategy, instead of flowing by itself. It may be a bit artificial but it seems to work (maybe the cost is having a strong will to evolve politicaly and set up the tools for a richer and broader civic life). I don't know about it, for now I'm for keeping it, just not to reboot the game (and deal with it, which with time often make sense of the feature but not always) but if someone convince me that it is far better with a more linear progression why not? Finally, I may be locked in my concept to implementation way of thinking, when you say "I want to focus on champions", isn't it "I want to focus on a small unstoppable strong army" that translate to training champions (but is not the only way)? The argument of making more diversity isn't in fact revealing the current state should have more? And there are tons of way to deal with it, the phases concept is one of them. Not saying that it won't be modified at all, but are we trying to solve the right thing?