One of the problems in Eggs vs Humans was the strength of the Humans. They were usually far easier to win with for two reasons:
1. Their early game units had great synergy.
2. There weren’t a whole lot of great ways to recover control of a line.
The strategy would be to start training Couch Potatoes (if researching Obesity, it was actually better to NOT train until Obesity was about halfway done). Once the enemy started getting close, switch to Power Walkers. Done correctly, a Power Walker and Couch Potato would be at the front line at the same time. Having two units versus one was a huge advantage. The Eggs couldn’t do anything like this, since they didn’t have units of different speeds early on. (You could try putting Vomiters behind a Cannon Fodder, but they weren’t strong enough to turn the tide.)
The Humans’ level 2 units coordinated very well with their level 1’s…if the initial engagements went well, they could train Chefs to further extend the lead. If it went poorly, they could build Vikings, which had speed synergies with both their level 1 units.
The Eggs could have used a Bomber Egg as level 2 unit instead of level 4. Buccaneers had a speed synergy, but weren’t strong enough. Toasters were solid, but didn’t address the early game disadvantage. The level 3 Egg units didn’t do well enough either.
Multiple paths weren’t usually compelling
Even if the units were balanced, I’m not a fan of how the battles played out. Too often, a winning strategy was to simply control a single path, and spam a reasonable mix of quick-to-build units. If there were 2 paths, I would just send units wherever the computer was not.
Now there were some twists. The (Human unit) Eggs Benedict could do a good job of forcing play on multiple lines. The Eggish units intended to fill that role were worse at it (the too-weak Buccaneer and too-expensive Egg Carton).
The few area of effect units also helped a bit, but they were too specialized or not good enough to swing path control. Here, too, the humans had an advantage. The Hobo and Yoga Freak were better than the too-fragile Bomber Egg.
Brief look at other games in genre
Just a refresher to remember how others did things differently.
Age of War: Single path. Only one unit could be at the front at a time. Defensive turrets and special attacks could help prevent being overwhelmed. While the game was fun for a while, there’s only one scenario, so the gameplay was limited. Defensive turrets weren’t too useful.
Stick War: Single path. Units could be told to attack or retreat. You could control one unit for additional damage. Defensive turrets via garrison were possible. There were resource gatherers to be managed.
Warlords: Seven paths. Problem: seven paths were redundant. Controlling a single path was the best strategy. Only the “charge” mechanic made having so many paths interesting.
Civilization IV: War of Two Cities: Resources were controlled by “pushing” a flag to the other side. Walls needed to be destroyed to make progress. A manually controlled catapult could be used to add extra damage if targeted properly.
Land, Air and Tunnel: At the start of a match, only land units could be built. Air units would be available with upgrades…a powerful land army without anti-air protection could be whittled down. In addition, diggers can be hired to create a underground tunnel, for another potential attack path. Gems mined while digging would give a one-time boost to production.
Attack/Retreat options: Gives a player the chance to cut losses after a losing engagement, or not be forced to engage. If there’s only one land path, this might be needed.
I’m a little worried that this is too much a deviation from the original Eggs vs Humans. Probably what will happen is the initial builds won’t have this feature. But I will certainly at least want to test how attack/retreat feels.
Towns: The primary targets are the players’ forts, but some maps will have towns. If a player’s military unit has past a town, that player slowly gains influence over it. Once influence is 100%, it’s under the player’s control and the enemy will have to defeat the town to get past it. It will be a mini-fort, with bonuses to production. Player will probably have options on what the town should focus on.
Defensive turrets: Not keen on adding these, but they may make sense.