Coins or Packets?

Which do you perfer, coins or packets?


  • Total voters
    53

DeletedUser

Guest
definately packets, whats the point saving up all the packets, (mainly when your small) then having to save even more for a noble.
 

DeletedUser

Guest
Packets for me. I grow way faster with them, than Coins.
 

DeletedUser

Guest
Coins are a pain in the beginning, but they are much better than packets later in the game. This is my first coin world, and prior to this I felt packets were better.

- Nobles are more portable with coins, whereas packets tie a noble to a village.
- You can send 5 nobles to a village without fear of paying a penalty if the village gets double nobled.
- I like the fact that it slows the game down.
 

DeletedUser

Guest
where to find info about each item (seems premium features...)
 

DeletedUser

Guest
Gonna have to go with coins. Most points already mentioned above.

Just to add to the early game issue with coins: I think something should be done about the resources needed to get those first few nobles.

Possible options:

1. Whether it be that the academy is made cheaper.
2. The 1st coin is made free (in a sense. 0 coins needed for 1st noble, 1 coin for 2nd noble etc.)

I really like the idea of the 2nd option, as the issue with coin worlds is that one needs to save up the resources for the academy, the coins for 4 nobles, and then still the price of the nobles.

The 2nd option I have stated will effectively mean 4 less coins for the initial train cost.
 

DeletedUser

Guest
Packets all the way. As long as you noble good villages you won't have to waste a lot of resources on building academies which saves you in the long run.

Of course, the key is to noble good villages. :lol:
 

DeletedUser

Guest
packets all the way. As long as you noble good villages you won't have to waste a lot of resources on building academies which saves you in the long run.

Of course, the key is to noble good villages. :lol:



pyker!!!!!!!!!!!!
 

DeletedUser

Guest
I <3 packets as they require more attention than coins so basically they penalize noobs and advantage a smart use of skills.

- If you are not that noob to send 5 nobles without considering troops to send with each so that following nobles would die attacking, and not overnobling, if the previous ones take the village you preserve coins and nobles can be built cheaper.

- The fact that noble cannot be relocated just killing them and rebuild elsewhere advantage smart expansion planning and good timing.

- Nothing in coins world give you satisfaction like backtime enemies nobles or killing them at home so that enemy lose all packets for their building. This also mean dodge remain crucial part of the game.

- Another good satisfaction you wont ever get in coins world is to cat to the ground the smithy of a village from where you are receiving noble attempts, so that once you crush enemy train the opponent remain stucked on rebuilding nobles for days.

Ofc all these things could happen to you too, and that's why skills remain more relevant in packets worlds than coins ones.

So even if coins are easier to play... packets all the way!!
 

the uber luberz

Guest
I strongly prefer coins. Packet worlds are annoying, and are easily manipulated (in a bad way).

This is mainly due to overnobling. The whole penalty for overnobling is annoying, and to be able to noble yourself to low loyalty to severely set back the resources of someone hitting you with a train is just plain stupid. Its a very flawed game mechanic. Of course, I use it anyway, because it can be strongly advantageous, but I would much rather play without it if given the choice.

I also like to be able to get a train from the first village, and you cannot do that in packet worlds. Rarely will 3 nobles cut it. Better be prepared for the backtime (which actually isn't that hard when you drastically outgrow your neighbors, but hey I guess I like when my first nobling doesnt take 2 days to complete)
 

DeletedUser

Guest
I just had to point this out:
This is mainly due to overnobling. The whole penalty for overnobling is annoying, and to be able to noble yourself to low loyalty to severely set back the resources of someone hitting you with a train is just plain stupid. Its a very flawed game mechanic. Of course, I use it anyway, because it can be strongly advantageous, but I would much rather play without it if given the choice.
If you had read the post above yours you would have seen this gem of a statement:

- If you are not that noob to send 5 nobles without considering troops to send with each so that following nobles would die attacking, and not overnobling, if the previous ones take the village you preserve coins and nobles can be built cheaper.

This is a perfectly true statement. Even in coin worlds I set up my nobles trains using this strategy because I almost always use five noble trains(especially during a war) and I hate having those over-noblings tainting my conquer records. For those of you who are unaware of this simple but effective tactic, you basically set your noble train up so that no matter which noble takes the village the escorting troops will kill all the following nobles. It is a novelty tactic for coin worlds, but a must to use in packet worlds, especially when fighting opponents who love to prenoble noobs.

Don't quote me on this, but I think escort breakdown is like this(been awhile since I have played):
1st Noble: 116 swords
2nd Noble: 101 swords
3rd Noble: 83 swords
4th Noble: 83 swords
5th Noble: 83 swords

If you use this escort scheme(again, double check in a simulator) you will never over noble yourself.

So even if coins are easier to play... packets all the way!!
QFT


P.S. Hi Howey. :icon_biggrin:
 

DeletedUser

Guest
truth to be told I dont really care whether it is a packet or coin world.But since I am playing in this world I have voted for coins:icon_redface:
 

the uber luberz

Guest
I just had to point this out:

If you had read the post above yours you would have seen this gem of a statement:



This is a perfectly true statement. Even in coin worlds I set up my nobles trains using this strategy because I almost always use five noble trains(especially during a war) and I hate having those over-noblings tainting my conquer records. For those of you who are unaware of this simple but effective tactic, you basically set your noble train up so that no matter which noble takes the village the escorting troops will kill all the following nobles. It is a novelty tactic for coin worlds, but a must to use in packet worlds, especially when fighting opponents who love to prenoble noobs.

Don't quote me on this, but I think escort breakdown is like this(been awhile since I have played):
1st Noble: 116 swords
2nd Noble: 101 swords
3rd Noble: 83 swords
4th Noble: 83 swords
5th Noble: 83 swords

If you use this escort scheme(again, double check in a simulator) you will never over noble yourself.


QFT


P.S. Hi Howey. :icon_biggrin:

Hmmm, unnecessarily obnoxious as usual ... but very true. I had known about "cascading" nobles 3-5 before, but hadn't extrapolated that into all 5 nobles. Ahhh, ya learn something new every day.
 

DeletedUser

Guest
Wow.... we should have know that and ONLY that (a chance to argue disagree... err, debate, and suond smart be right bring a point across can make Pyker come back.

Pyker, I'm spamming but I miss you!!! Skype pl0x?

Are you coming back??? Please pretty please????
 
Last edited by a moderator:

DeletedUser

Guest
@Uber - You mean I can post and not be obnoxious about it? :icon_eek:
:icon_razz:

@ MKC - Awww, I feels wuved(from you too, Howey).

I am trying my hand at a third retirement from this game. However, I am reading the forums again, and so it probably won't be long before I jump head-long into another world. This addiction is a bitch to fight. :lol:
 

the uber luberz

Guest
@Uber - You mean I can post and not be obnoxious about it? :icon_eek:
:icon_razz:

Possible, for some. Not for the typical posters on this site though, unfortunately.

But while you are feeling so generous with your knowledge, your scenario doesn't cover an extremely important consideration for some packet worlds. Like the new world, for instance, which is what prompted me to post here in the first place upon seeing the thread title. Consider the setting "No support outside of tribe".

How does one send significant support, while still protecting against the annoying resource depleting case of overnobling in a packet world? Or must you balance the options of leaving yourself vulnerable for renobling and risk wasting all of the resources that comes along with overnobling? In a coin world, sending support with the last noble is an option, and overnobling can be rebuilt cheaply.

I appreciate your initial reference to a "solution" to my complaints about packet worlds, but it merely lessens it, not disproves it. Unless of course, you have more to offer.
 

DeletedUser

Guest
Possible, for some. Not for the typical posters on this site though, unfortunately.

But while you are feeling so generous with your knowledge, your scenario doesn't cover an extremely important consideration for some packet worlds. Like the new world, for instance, which is what prompted me to post here in the first place upon seeing the thread title. Consider the setting "No support outside of tribe".

How does one send significant support, while still protecting against the annoying resource depleting case of overnobling in a packet world? Or must you balance the options of leaving yourself vulnerable for renobling and risk wasting all of the resources that comes along with overnobling? In a coin world, sending support with the last noble is an option, and overnobling can be rebuilt cheaply.

I appreciate your initial reference to a "solution" to my complaints about packet worlds, but it merely lessens it, not disproves it. Unless of course, you have more to offer.

As was said, packet worlds are not easy. The solution to your initial problem only solves that initial problem. It does bring it's own risks and as well the rewards. The point of such settings(and I have enjoyed worlds with those settings, W19 comes immediately to mind as one of my all-time favs that I have played) is to make the game more challenging, and some might even dare say, fun. If it is not your style, and you prefer to be able to time your support to stack your new prize and never worry about what the incoming list might look like when you capture the village, then staying away from such settings would be a good idea. Others of us prefer to excitement. I mean, after all, it may be a pain in the ass to lose all those resources put into the noble, but what is a game without some excitement?

As for actual help instead of ranting, there really is nothing you can do except send support as soon as you obtain the village, or risk over-nobling yourself and sending full D escorts with the final noble. Things you can do to minimize the chances of being sniped would be to noble villages close enough to your own villages, or villages of your tribemates, that you can quickly support them. In terms of a drawn out war between major tribes, this equates to constantly shifting village specialization and keeping the immediate front lines as defense villages to be able to provide quick support.

Of course, doing this means that your offense will be coming from farther out and therefore the chances your opponent will be able to stack gets higher.

As with everything in this game, it is about trade-offs. The trade-off you get between coins and packets is this: coins make the game easier and more automatic. Packets make the game more interesting, but harder to stay on top of.
 
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