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Another bug, Arena games with a treaty require you to lock your gates for the duration, otherwise enemys can walk right inside and stand their scout within range of your sheep so they can't be converted back.
Only point of turtling is to give yourself time to make an army, treaty removes that need completely. If you don't have an army by the time the other guy has 60 paladins you're already way behind.
What OP complains about is team bonuses, which will be used against you. So those 60 paladins may be stronger for no good reason because of that.
And while not the best example, my original point still stands with the 60 paladins. The enemy shouldn't be able to send ANY units into your yellow territory, otherwise they automatically forfeit the treaty protections until they've retreated to the neutral zone.
That type of solution would work provided that the gates don't get stuck open.
Hypothetically, USA and Canada, two nations at war, agree to a ceasefire until Dec 31 2020.
Does Canada just let the USA run an entire tank battalion through the streets of Toronto, and completely ignore the USA utilizing a squadron of F22 raptors to enforce a No Fly zone above it's capital, all while using its entire fleet of Aircraft carriers and nuclear subs to prepare an invasion through the Hudson bay.
The answer is, of course not. That's not how a cease-fire treaty works. The second the USA steps over the border the agreements to the treaty are over, the cease-fire is gone. Canada opens fire upon US armed forced the moment their military crosses over the border.