I have to agree with them here, Alyona.
First of all, what we are looking for here is a win/win situation both for Plarium and all types of players:
Plarium: make money, grow your reputation as a company that makes great games, attract more players, make more money. (We understand that Plarium wants to make money, and that's ok. It's what companies exist for after all.)
Players: great and lasting entertainment value and enjoyable interaction with other players, being able to build up at a similar and competitive rate investing either time and/or money on the game.
I think it is important to understand that Plarium wins not only when a player spends money on the game, but also wins when they spend time on the game. Non-coiners who are willing to spend increased time instead of money are necessary to keep the game active and alive. Many of them tend to be hardcore strategy gamers who will dedicate time to master the different mechanics and strategies of the game and make it competitive, and therefore interesting for the coiners as well.
If a non-coiner (or low coiner) sees that all the time and effort he/she spends on the game are basically useless because the game rewards coiners disproportionately, he/she will become discouraged and is likely to stop spending time on the game or quit it altogether.
If you truly and honestly want to call the game "balanced", then it needs to offer equal opportunities for spending either one's time OR one's money:
1. ALL items/units/etc. must be available both to coiners and non-coiners, just at a different speed. AND...
2. The difference in speed is what truly must be balanced, not infinite and immediate for coiners and miniscule and eternal for non-coiners.
It is this second point in which the game currently fails and is turning away many players.
Basically, the game should reward two things: paying and spending time on the game.
Plarium wins because many players will want to spend money in order to save time and effort of building up.
Plarium wins because non-coiners are necessary to keep the game active and competitive for the coiners, who will continue to spend their money.
(In my experience, one of the fastest ways to get players to spend cash impulsively is when a coiner has a large amount of troops destroyed and wants to take immediate revenge. He will pay large amounts of money to buy an army and take revenge. This situation will happen more often if non-coiners are able to be strong enough to really hurt them, which is currently not realistically possible in a reasonable amount of time.)
As DROGAR61 mentions above, I ask Plarium find out for themselves and then to tell us clearly: what is one hour of our active playing time worth to you in money? Unfortunately, as of now, by the way the game has been set up, your answer is "practically nothing".
Please let us help you make this game awesome and even more profitable for you. That's how we both win. Thank you.