Yeah, I agree. IMHO if it costed 1 credit it could be completely fine to start city timer at c15, maybe even c10, but if it's 3 credits it shouldn't apply nowhere near c20.
It would be nicer if it went sth like this:
1-15 cities: no timer
16-20 cities: 5 days/1 credit
21-25 cities: 10 days/2 credits
26+ cities: 15 days/3 credits
Already new nations rely in huge part on passive income: first 60 days it's 4 mln/day from daily login + 1 mln/day from AC. On the other hand raiding revenues were cut by ~40% for most people, and everyone can see that raiding activity decreased significantly, I literally remember all nations who used to beige sniping pre-GW28 after inactive purge, and now there's literally only 2 other players than me, and I don't even beige snipe this much now because real life became busier.
New project was supposed to improve situation (Advanced Pirate Economy), but it costs >200 mln and offers +5% loot from GA, +10% beige loot and 7th offensive slot. Additional offensive slot is some +2 mln/day (it's already almost never possible to keep 6 good targets, and it's impossible to keep cycling 6 good targets at all times; additional slot only gives some weak 5-7 mln worth target), +5% GA loot for c3 with no tanks is up to 400k/day and up to ~1 mln/day with tanks, but most likely it's somewhere between 50-75% of these value (200-750k/day) and +10% loot from beige is some additional 1-2 mln/day based on how good targets are.
This adds to up to additional ~3-4,5 mln/day depending on how good targets are used, so it's 45-70 days ROI, and since you need 100 wars finished it takes minimum 40-45 days if you raid anything with 0 MAPs lost, which leads to low avg daily earnings which is worse compared to raiding with beige sniping which would require 50-55 days. Since most players raid either ~1-1,5 billions and quit raiding and some raid until 3-4,5 billions, it means you would have troubles to manage to break even on APE before quitting raiding.