Jan 16th 2023, 2:43:22
Req - skip this post =P
The main issue with warring in general, is that it requires a lot of time to do well: coordinating with multiple schedules, being able to jump online at a moment's notice, and then the competition may not last the full set depending on how it starts, and can get pretty one-sided.
Netting requires less time, especially on team where most groups are peaceful all-explore, but you have interesting dynamics amongst the five country groups as far as strategies, market play, and general optimization of the many variables that make up a final networth (including growth, stocking, and destocking) which can be done on your own schedule and mostly just requires experience, good teachers, and/or math (spreadsheets). It's just two ways to play the game, but they are a bit mutually exclusive. In the old days, netters would often fight a war in exchange for a multi-set peace pact so there was some balance, but that wasn't always the case.
Over the years many netters have left the game when forced to war, and many warrers like to take a break, so it's sort of come to a mutually beneficial regime in this multi-decades old game where the two are rather separate, and players bounce between the two in different alliances or servers depending on their goal for those months.
If you want to war, darkness will gladly accommodate you. If you want to net, you might join a group in alliance who can teach you the ropes (though to be competitive, you'll have to grab bots and camp for good returns which takes more effort). If you want to war, similarly, there may be groups in alliance who'd gladly welcome you. Other servers are mostly solo, though express and FFA would give you a lot of opportunity to try new things.