I disagree with all of the above estimates - largely because they haven't taken into account the real cost of maintaining the kind of server infrastructure required to run a free to play game like Clash of Clans effectively. Non-free to play games, or ones with just in app purchases may not incur the same kind of overheads, so can be cheaper.
One quote I've been given is that it can cost $1 per player, per day to run your server infrastructure, tracking your player's habits and building up a database of their behaviour. I'm inclined to believe that it can be done more cheaply, but I don't think this number is unreasonable. If you have ~200k players, your monthly bill is going to start running well into the millions. You'll need the cash at bank to run your game for at least a few months after launch or you'll fail to get out of the gate.
If you're expecting said 200k players, you'll need a cool $16.8 million just to run your infrastructure for the initial three months.
In order to be successful, you'll need to hire people to analyse the data you're gathering, so you'll want a statistician (data analyst) and a player psychologist at the minimum - both of these are expensive people to have. Building and maintaining the software for your infrastructure will require someone with extensive networking, security and database experience, the kind of people you'll be competing against banks and other high paying industries to retain.
You'll of course also need developers and administrative support to handle the actual game development, as others have mentioned above.
Realistically, I would estimate your initial investment prior to shipping your game will probably in the order of $20-25 million.
You mean a new brand new company need 20-25 million initial investment to develop and publish a game? For real? Tons of game company out there and i don't really believe all of these company have such capital to run their game.