Because of the incentivization to attack territories, we are straining the system of fuel vs defensive teams. As defensive teams require a maximum of two attacks to clear (=2 units of fuel), that requires 6 fuel to attack. With 10 fuel available, we aren’t able to replace the teams fast enough, causing territories to go to walkers as people attempt to gain league points. Even if they place 3 teams on a territory already held by their faction (resulting in the use of 3 fuel without attacking), the remaining fuel (7) still outpaces the attackable teams that they placed. When territories are being attacked faster than they can be defended, and people are burning fuel to gain league points, (so already don’t have available fuel to replace), the issue becomes compounded.
This wasn’t an obvious flaw prior to the leagues because there wasn’t as large of an interest. If your faction held a territory, there was no need to attack another.
Suggestion: allow 6 defending teams. Max per player per territory should remain 3. This should adequately offset the current fuel consumption rates and help us to not waste our territory fuel (and subsequent league points) clearing walkers. With 6 defending teams, available over two territories, the maps should also open up more to offset the 6 teams (two territories) per player.