Now let us look at every point you brought up.
1. You are compaining about Barb munchers and MRTS ruining every world.
a. Those are strategies deployed by tribes to take the world, how does this change the strategy of tribes?
2. You suggest that when they lose a village that they lose the coins and the noble for that village.
a. How does this combat barb munchers and MRTs?
3. You are complaining about loyalty hits, that you see many nobles not taking a village.
a. Again how does this change that?
And I say by using loyaty and faith to your advantage by using all members in a teamwork scenario you can combat your problem.
The only way to combat Barb munchers is to take the ability away to take them in the first place.
If it takes me 1 nuke to take out a village, and 14 days to build that nuke, but 1 hour of farming and 3 hours for a noble to build, then a player who has a village taken over can take over a new village and fully repopulate it in the time it takes for me to recover from taking his village.
I think the point being made here Jaded is you are not catering to the "winners" in the game, you are catering to the losers by granting them disproportionate benefits when losing a village vs the person who is technically "winning" by taking over a competing players village. I agree with Turt, if the devs are against the true penalty of a lost village being a lost noble as well, use of that coin for a new noble should have a proportionate cooldown period, i.e 7 - 14 days.
Ok the coin system is in place for the beginning of the game to be a more level playing field. If you don't have the coins you can just make nobles once you have an academy.
I don't think the point is to not have the coin system, but the coin system should be a one use system. You need 20 coins for a noble, well then once that noble is used to take a village the related 20 coins are gone, or again if the devs are against that, then those 20 coins are frozen for X days.
As for your big argument that this is about strategy, in no scenario should a player who is strategically superior, as evidenced quite clearly by them attacking and winning against another player, be penalized as is happening now by allowing the strategically inferior player to rebuild his losses in 1/28th the time it takes the strategically superior player to recover from his victory... There is no strategy in barb munching, except for mass village gain with little skill. So if this is a strategy war game, maybe you should make the strategy "Hey sometimes you lose, suck it up and rebuild like you did from the start", instead of making this a non-strategic game where "Everyone is a winner"! I don't think anyone here joined this game to have their ego's and feeling protected, I think they joined to go to war with other players, something the current noble system doesn't account for, as in war sometimes you lose completely, but not in TW2!
I mean with the current system even the threat of being "rimmed" has little weight behind it! Oh no, you sent me to the rim with 1,300 coins! What shall I ever do! You know what I will do, I will rebuild in an area where no one has a second village, and then bash the heck out of these new players because I can, and then take them all over...Even on the rim your saving the coin theory plays out poorly...