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Having everything unlocked all means you're less likely to get what you want and having dead draws.
The mod is so you dont lose your xp and have to start again when you do this.
For the maps there is a lot of RNG involved and this is the biggest hurdle for me, the main strategy is keeping each lane a different length so that each wave arrives at a different time so you aren't overwhelmed.
It gets harder to identify what lane needs extending later on as there are more and more lanes you are keeping track of and a bad split can end a run.
Speaking of splits, each path takes an equal amount of monsters, so if thers 100 monsters and 3 paths theres 33 on each lane, if there are 4 lanes theres 25 per lane - from this you can identify what lane is going to end up the heaviest and plan accordingly
This does also mean that a split can mess the spawns up, for example if you are playing 2 path and 1 side has 3 lanes and the other has 1 you are looking at a 75-25 split so ofc you have more defences on the 3 lane side, if you then extend the 1 lane and get a 3way split then you have 3 lanes and 3 lanes or a 50-50 split of the monsters...
Keep this in mind when expanding as you dont want to cause a sudden imbalance like that.
I dont really bother upgrading my towers until later on when i'll upgrade new towers but it also depends on the tower and what the base damage and multipliers are - for example the partical cannon does a lot of damage and has high damage multipliers - +1 damage and +1 multiplier on it is pretty small compared to a flame thrower or poison thrower which have low damage and low multipliers so the flat +1 is huge for them.
It can be worth upgrading ballista's early on to better deal with shields/armour when doing ballista + X only challenges.
And no, that is not good design.
but starting all over... i think its a way of wasting ALOT of time on this game.. imho