Let us begin this discussion with an assumption:
Inno has created this "casual" world in order to retain players who have been rimmed in the "major league" and would otherwise stop playing the game altogether. Inno is hoping that those players will find, in this casual world, an environment where it is easier to survive against the monolithic strength of the "elite" players and tribes, yet where playing conditions are similar to the TW game we all love.
Let's make an observation:
There are 300 names currently in the ranking list. Using my own area as a sample, I would estimate that only 30% of those names are active. That means 70% of the players have walked in, had a look, turned around and walked out again. So obviously something is not working.
Well, to use your area as an assumption would be logically flawed, but this is besides the point. What you consider activity and what should be considered activity may be entirely different. Furthermore, do not forget it is a casual world. What you consider inactive may be activity on a casual world. Fortunately, twstats for the .us server provides us with a graph that details this information
here. Most players on the casual world appear to be active, in reality.
Why?
It's dificult to define just what a "casual" player is. It's easier to define what a "casual" player is not.
If you log into the game when you have a spare 30 minutes on the bus to work or school, you're not casual. If you log into the game while at work or school, you're not casual. In other words, if you need to log in from more than a single IP, you're not casual.
If you farm 50-100 times more resources per day than the average player, you're not casual. If you attack 100 times more villages per day than the average player, you're not casual. In other words, if you need to use scripts, you're not casual.
More contentiously perhaps, if you pay to play with an advantage over the average player, you're not casual.
All of this is highly relative. I've seen players with over 2 million points and no premium account, who ranked in the top 20 of worlds. On this server alone, I coplayed a player on World 1 who was 800,000 points, rank 3, and we didn't have premium. On the other hand, I've seen players who are rank 200 who have premium. Paying does not constitute casual behavior; it merely indicates that a player wishes to take advantage of the shortcuts premium provides. That does not mean the player is more or less active, or requires more or less time online, or is more or less skilled at all. And you keep saying that you are referring to the "average player". What is the average player? The average skilled player? The average new player? How do you determine how many more villages per day you are attacking than the average player?
It seems very vague and relative, in the sense of your arguments. The same applies for all else.
The casual player - the player for whom Inno has presumably created this world - has been forced out of the "major league" by just that type of player mentioned above - the "elite" co-playing, script-clicking, premium-paying monolith who can only be resisted by a similar player. Why would they even want to play in the casual world?? Don't let them!
Yes, they have lost in a different world. Hence they join the casual world, one more suited to their time-restraints in which they can
learn to use scripts, and strategy, and so on. Why would they not want to play? They are still competing, they are merely doing so in an environment in which they can both learn to compete better and in which they are protected until such time as they can compete on a higher scale. Is this a bad thing? I think not. I think, though, that making all worlds like casual worlds or removing what makes players good will make those who
have the time to invest, or the skill, discouraged. It would be like removing protein shakes from shelves because some people look better physically than others, and those others can't pick up females so to speak. There is no reason for that; instead, you get the chance to work out and get to that physical level at your own relaxed pace.
Casual worlds provide that. I see no reason to make all worlds that much less competitive by removing that which provides competition. Instead of trying to lower everyone to the level of players who cannot compete as well, why not accommodate everyone while attempting to give them the chance to learn, and raise themselves to the level of those competing well already?