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Note: What you are about to read is not a spam post/thread and is rather long so those with a short attention span, turn your e-heads away now and click off this thread :icon_eek:
Yesterday and today, since I made the Skype chat convo, I've realised how much people value/use the term "Experience(d)" as an excuse as to why they're different from other tribes/players. Therefore I decided to spark up a discussion that I did on W28/W25 and see how opinions would differ on this new type of world as due the such settings, relying on experience Imo wont work(Imo = In my opinion)lol
Moving onto the purpose/1st part of this thread, Experience Vs Adaptibility. It has come to my attention(yet again :icon_eek that many people, both on this and pretty much every single world rely on experience as almost a "threat"(So many uses of 1 word :icon_redface to scare and in some cases "brag".
Experience:
Experience as a general concept comprises knowledge of or skill in or observation of some thing or some event gained through involvement in or exposure to that thing or event. The history of the word experience aligns it closely with the concept of experiment. Here's my version of those great fail type images which tend to be over-used :lol:
Adaptibility:
Adjusts planned work by gathering relevant information and applying critical thinking to address multiple demands and competing priorities in a changing environment. So in simpler words, it's the ability to change (or be changed) to fit changed circumstances.
Again, time for my google/gimp editted fail type pic!icon_razz
So, what seperates the two? Which is more important? What would you rather have? What do they show?
As my great ex/mentor PP(Purple Predator, Not Premium Points :icon_eek said before, the thing that seperates an avergage player from the better player is Situational Awareness. Does experience only make you play on a world that you are accustomed too or does it make you adapt?
In my opinion experience(Over 500k-1 million) on another world only shows you have standard knowledge. You can play upto millions without getting into any real fights. Joining a dominant continent tribe at the start, once that fails, join the new largest and continue having no real threats in your area with the ability to challenge you for your villages. Experience doesn't mean you can launch of several nukes from different villages in a very short amount of time. It doesn't show you have the ability to snipe 1 second noble trains. Nor does it show you know what you're doing.
The majority of these, what you classify as "elite"/"legends" haven't played a world upto 1 million points. Yet they show a clear consistency in achieving a top 20 spot on any world they play. Surely this is a result of acquiring the quality; adaptability instead of experience?
Again Imo, Adaptability is the better quality to possess. It shows you have the ability to adapt to any given situation and any variables which can be different on any/every world you play. Examples are, relying more on resource camps and less on farming when you have no greys in your 13x13 incomparison to having 15 greys in your 13x13 which obviously makes you switch your style of play to a more actively farming style and pushing for LC early on.
Now, moving onto the second part; World 30 Settings. Here I'll attempt to discuss/go through the settings of the world and add and explain anything I can as to the purpose, what it'll encourage, my general views on it etc. So let's start by taking a look at these settings and I'll address them 1 by 1:
Speed: 1 - Pretty slow. Will give those with less time to play Tw in general an option of playing. Inevitably increases the density of the world. However, the slow setting has also restricted some of the more "experienced"/"better" players from playing it as they can't bare such slow pace gaming.
Unit Speed: 1 - Pretty much same as above. Not too fast. Farming takes hours usually. Especially when using several farming parties early world which include spears with swords. Very depressing.
Morale is based on points and time. - There's simply 1 way to explain this so I'll C&P what popped up in the general section of the forum. Credit goes to Vladivar:
Assuming that it is the same as the time based morale on some of the closed worlds (like w6), it will mean that say you have 3 people:
A - joined the world on day 1 and grew to 500k points
B - joined the world on day 1 and grew to 50k points
C - joined the world late and grew to 50k points
Now on purely points based morale, A attacks either B or C and suffers the same morale penalty. On points and time based morale, the morale percentage of A attacking B would be higher than the morale percentage of A attacking C.
So basically, the points give a certain morale penalty but then time is factored in so that a small player who has been on the world longer than a similar sized small player will have less of a morale penalty to attack.
Paladins are active WITH Items - This brings the element of luck into the game. Depending on how lucky you are(I'm the unluckiest no-life on TW)icon_cry, this could mean the difference between a win and a lose in battle between an opponent. If your opponent goes heavy swords and you luckily get the LC weapon, you'll minimize losses aswell as winning the battle, taking you a shorter time to re-build the nuke fully etc (like dominoes, it goes on). Same reasoning with the other weapons. Opposite scenario with the defensive weapons, could mean the difference of you defending the attack successfully or not.
So, what are the additional bonus items added/replaced to the usual ones?
New Bonus Items:
Paracelsus' Longsword:
Increases the offensive fighting power of your Swordsmen by 40% and their defensive fighting power by 30%.
Thorgard's Battle Axe:
Increases the offensive fighting power of your Axemen by 40% and their defensive fighting power by 30%.
Carol's morning star:
Increases the damage caused by rams by 100%. Additionally, the wall will be more damaged during the first phase
Aletheia's Bonfire:
Increases the damage by catapults by 100%. Additionally, the defence of catapults increases by 1000%.
What ammuses me most out of these weapons is Aletheia's Bonfire. As the church settings restrict your final troop space to 9k-12k, people will be using different village builds aswell as different defences. 1 Defence which will be popular/on offer is the Catapult defence. The type you use can vary from 1.125k - 1.5k to 2.5k Spears, 500 HC, 50 Scouts, 500 Cats sometimes adding more cats, less HC vice versa. Although these D's wont be as strong as a 20k D, you need to adapt and make the best of what you've got aka 9-12k farm/troop space.
Bonus Villages are active - Will increase non-player nobling. However, normal "against nobling grey" players may consider this in-order to create a cluster due to the new feature; the Church. This is also made up for in the new types of bonus villages added which vary from 30% of all resource types to 50% recruitment faster in stables as you may want to work out a D and O for those villages especially so you can have a D/O nuke finished at roughly the same time(efficent and fast).
Barbarians do grow up to 1500 Points. - Not much really. Will be better farming to a certain extent in-comparison to non-growing barb worlds. Will lower the amount of late in-game grey ennoblements creating more warfare.
Gold Coins + Simple Research - Newb settings. Imo the new features/current settings of W30 bring enough strategy and will consume more then enough time so this doesn't really bother me.
Tribe Limit: 60 - I like alot. It'll create difficult decisions to be made in-regards to how many continents tribes wish to dominate based on ability, time and will. Will tribes aim to dominate 1 continent with 60 or 2 continents with 30 each? Will they split it up to a 20:40 ratio depending on quality of players or quality of competition. 1 core continent and 1 rim continent or 2 core? 1 wrong decision could inevitably lead to failure.
Church is active - Without doubt the most interesting/best feature of W30. This brings alot of logic and strategy into the game it's very under-estimated. Early world we wont have much to do with it but later on you will. There's so much enabled with this feature. Disguising your church villages with the non-church villages, building O's or D's in them? Nobling 10 greys in your 7x7 to create a cluster? What do you do? Your initial guess is as good as mine until we bring the logic and stats into it
Hope you enjoyed.
Optimus Prime
Leader of T*F
Yesterday and today, since I made the Skype chat convo, I've realised how much people value/use the term "Experience(d)" as an excuse as to why they're different from other tribes/players. Therefore I decided to spark up a discussion that I did on W28/W25 and see how opinions would differ on this new type of world as due the such settings, relying on experience Imo wont work(Imo = In my opinion)lol
Moving onto the purpose/1st part of this thread, Experience Vs Adaptibility. It has come to my attention(yet again :icon_eek that many people, both on this and pretty much every single world rely on experience as almost a "threat"(So many uses of 1 word :icon_redface to scare and in some cases "brag".
Experience:
Experience as a general concept comprises knowledge of or skill in or observation of some thing or some event gained through involvement in or exposure to that thing or event. The history of the word experience aligns it closely with the concept of experiment. Here's my version of those great fail type images which tend to be over-used :lol:
Adaptibility:
Adjusts planned work by gathering relevant information and applying critical thinking to address multiple demands and competing priorities in a changing environment. So in simpler words, it's the ability to change (or be changed) to fit changed circumstances.
Again, time for my google/gimp editted fail type pic!icon_razz
So, what seperates the two? Which is more important? What would you rather have? What do they show?
As my great ex/mentor PP(Purple Predator, Not Premium Points :icon_eek said before, the thing that seperates an avergage player from the better player is Situational Awareness. Does experience only make you play on a world that you are accustomed too or does it make you adapt?
In my opinion experience(Over 500k-1 million) on another world only shows you have standard knowledge. You can play upto millions without getting into any real fights. Joining a dominant continent tribe at the start, once that fails, join the new largest and continue having no real threats in your area with the ability to challenge you for your villages. Experience doesn't mean you can launch of several nukes from different villages in a very short amount of time. It doesn't show you have the ability to snipe 1 second noble trains. Nor does it show you know what you're doing.
The majority of these, what you classify as "elite"/"legends" haven't played a world upto 1 million points. Yet they show a clear consistency in achieving a top 20 spot on any world they play. Surely this is a result of acquiring the quality; adaptability instead of experience?
Again Imo, Adaptability is the better quality to possess. It shows you have the ability to adapt to any given situation and any variables which can be different on any/every world you play. Examples are, relying more on resource camps and less on farming when you have no greys in your 13x13 incomparison to having 15 greys in your 13x13 which obviously makes you switch your style of play to a more actively farming style and pushing for LC early on.
Now, moving onto the second part; World 30 Settings. Here I'll attempt to discuss/go through the settings of the world and add and explain anything I can as to the purpose, what it'll encourage, my general views on it etc. So let's start by taking a look at these settings and I'll address them 1 by 1:
Speed: 1 - Pretty slow. Will give those with less time to play Tw in general an option of playing. Inevitably increases the density of the world. However, the slow setting has also restricted some of the more "experienced"/"better" players from playing it as they can't bare such slow pace gaming.
Unit Speed: 1 - Pretty much same as above. Not too fast. Farming takes hours usually. Especially when using several farming parties early world which include spears with swords. Very depressing.
Morale is based on points and time. - There's simply 1 way to explain this so I'll C&P what popped up in the general section of the forum. Credit goes to Vladivar:
Assuming that it is the same as the time based morale on some of the closed worlds (like w6), it will mean that say you have 3 people:
A - joined the world on day 1 and grew to 500k points
B - joined the world on day 1 and grew to 50k points
C - joined the world late and grew to 50k points
Now on purely points based morale, A attacks either B or C and suffers the same morale penalty. On points and time based morale, the morale percentage of A attacking B would be higher than the morale percentage of A attacking C.
So basically, the points give a certain morale penalty but then time is factored in so that a small player who has been on the world longer than a similar sized small player will have less of a morale penalty to attack.
Paladins are active WITH Items - This brings the element of luck into the game. Depending on how lucky you are(I'm the unluckiest no-life on TW)icon_cry, this could mean the difference between a win and a lose in battle between an opponent. If your opponent goes heavy swords and you luckily get the LC weapon, you'll minimize losses aswell as winning the battle, taking you a shorter time to re-build the nuke fully etc (like dominoes, it goes on). Same reasoning with the other weapons. Opposite scenario with the defensive weapons, could mean the difference of you defending the attack successfully or not.
So, what are the additional bonus items added/replaced to the usual ones?
New Bonus Items:
Paracelsus' Longsword:
Increases the offensive fighting power of your Swordsmen by 40% and their defensive fighting power by 30%.
Thorgard's Battle Axe:
Increases the offensive fighting power of your Axemen by 40% and their defensive fighting power by 30%.
Carol's morning star:
Increases the damage caused by rams by 100%. Additionally, the wall will be more damaged during the first phase
Aletheia's Bonfire:
Increases the damage by catapults by 100%. Additionally, the defence of catapults increases by 1000%.
What ammuses me most out of these weapons is Aletheia's Bonfire. As the church settings restrict your final troop space to 9k-12k, people will be using different village builds aswell as different defences. 1 Defence which will be popular/on offer is the Catapult defence. The type you use can vary from 1.125k - 1.5k to 2.5k Spears, 500 HC, 50 Scouts, 500 Cats sometimes adding more cats, less HC vice versa. Although these D's wont be as strong as a 20k D, you need to adapt and make the best of what you've got aka 9-12k farm/troop space.
Bonus Villages are active - Will increase non-player nobling. However, normal "against nobling grey" players may consider this in-order to create a cluster due to the new feature; the Church. This is also made up for in the new types of bonus villages added which vary from 30% of all resource types to 50% recruitment faster in stables as you may want to work out a D and O for those villages especially so you can have a D/O nuke finished at roughly the same time(efficent and fast).
Barbarians do grow up to 1500 Points. - Not much really. Will be better farming to a certain extent in-comparison to non-growing barb worlds. Will lower the amount of late in-game grey ennoblements creating more warfare.
Gold Coins + Simple Research - Newb settings. Imo the new features/current settings of W30 bring enough strategy and will consume more then enough time so this doesn't really bother me.
Tribe Limit: 60 - I like alot. It'll create difficult decisions to be made in-regards to how many continents tribes wish to dominate based on ability, time and will. Will tribes aim to dominate 1 continent with 60 or 2 continents with 30 each? Will they split it up to a 20:40 ratio depending on quality of players or quality of competition. 1 core continent and 1 rim continent or 2 core? 1 wrong decision could inevitably lead to failure.
Church is active - Without doubt the most interesting/best feature of W30. This brings alot of logic and strategy into the game it's very under-estimated. Early world we wont have much to do with it but later on you will. There's so much enabled with this feature. Disguising your church villages with the non-church villages, building O's or D's in them? Nobling 10 greys in your 7x7 to create a cluster? What do you do? Your initial guess is as good as mine until we bring the logic and stats into it
Hope you enjoyed.
Optimus Prime
Leader of T*F
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