Dragon Stone War, as an SLG mobile game that integrates strategy tower defense and dragon taming, its payment design is centered around the core logic of "strategy first, spending as a supplement." So, does Dragon Stone War require spending? Let me introduce it to you. Although the game provides a variety of recharge options, through the立体战场兵种克制与无废卡机制 (This part seems to be missed in translation, I will translate it as: 'mechanism of troop type restraint on a three-dimensional battlefield and no useless cards'), it ensures that the intensity of payment does not equate to absolute combat power advantage. Casual players can still compete with medium spenders by relying on their operations and tactical layouts, while heavy spenders mainly shorten the cultivation cycle without directly overwhelming opponents.

The game offers standard items such as the first recharge gift (6 meters for the pioneering hero Thor + recruitment order), two-tier monthly cards (叠加生效 translated as: 'stacking effect' at 18/30), and the battle pass system (98 unlocks Shino heroes and exclusive Dragon Stones). These contents focus on providing resource benefits (such as Dragon Stone acceleration items) and specific hero acquisition channels, rather than directly selling numerical values. The strength of the Shino rewarded from the battle pass depends on how well they are paired with the lineup, which in turn relies on the player's understanding of troop type restraints and skill combinations.

In fact, the spending points in the game are quite reasonable. The preferred choice is the first recharge plus dual monthly card combo, which allows for the daily acquisition of 160 Dragon Stones and building resources. This can be supplemented with a 1-meter Lucky Egg (guaranteed 5 recruitment orders) to form a basic pioneering lineup. For more, one could invest in the battle pass and limited-time packages, targeting small pack heroes like Robin, and pairing them with exclusive Dragon Stone sets (like a 3+2 term combination) to enhance skill synergy. Heavy spenders can quickly gather all legendary heroes through cumulative recharge rebates (up to 30% Dragon Coin return), but would need to invest a lot of resources into refining Dragon Stone terms, with the upper limit of strength still constrained by troop type restraints.

During development, it was clearly stated that the mechanism of no useless cards could reduce the anxiety of drawing cards - all heroes can be upgraded to the highest quality, and low-star characters have tactical value in specific scenarios (such as Andrena's long-range suppression and Goliath Oak's control). According to the game's statistics, a large portion of top players are non-spenders, indicating that the game's spending points are relatively balanced, allowing everyone to experience the game with peace of mind.

Dragon Stone War has reconstructed the old pattern of "spending equals dominance" in SLGs, with its spending system primarily focusing on resource efficiency and collection experience, rather than directly selling combat power. The three mechanisms of troop type restraints, seasonal benefits, and offline accumulation provide ample strategic operation space for non-spending players. Whether it's light spending to assist in cultivation or zero spending to focus on tactics, both can become powerful players in Dragon Stone War.