There is also a reason why the American EQ is clearly militarily themed. All the other Expansionist before (besides Assyrians, which is just a Garrison) didn't receive a design like this, even Roman Archs and Russian Churches have a second focus to fulfill a non-military theme (Roman-influence, Russian-faith). As I said in the post above, the devs clearly focused on the military part of the US with their design; it is just the affinity isn't Militarist.
Personally I would still view the culture as a potential candidate for Militarist.
I don't know if it was said here as it was said on discord (as you know already
), but really don't overthink too much the data from the wiki for contemporary cultures, I mean there are reasons why vip have been asked not to share any informations about it.
Don't minsiterpret me, I don't know how it will going for Americans design and Expansonist goals and ability, but dev are working hard, a lot of things should evolute until the release.
My point of view, as someone which initially expected Aesthete, to be honest only for the culture bomb ability we saw in Lucy . I really think than expansionist is a better call than militarist. I don't imagine playing USA, in any offensive or defensive design in the purpose of highlighting their capability of crushing enemies and being the best for killing units. Expansionist really has more opportunity to offer more subtle conflict related gameplay than just running battles and killing armies.
Again I understand the point about "land grabbing" which is not thematically fitting, but let's hope for some ease on expansionist affinity instead, which will make the abstraction more fitting.
I think than a lot of proposed design by the community are coherent for Americans too, but the design aimed by the dev, seems to be thought of on a more global view of the whole era, which will offer in-game situations which will much more closely look to the Cold War. (when basically any of the other affinity will never especially give this opportunity in my opinion, and so just make them feel generic).
Well we will see. A degree of abstraction is needed. I mean, for exemple, if we overthink agrarian affinity, some of agrarian cultures don't fit with the "stealing" populations ability BUT fit with the second ability which generate pop. But at the end, it don't stop me of stealing pop with the unfitting culture because it's fun, and "what if ...". So I accepted than not the entirety of an affinity must totally match, but obviously atleast one part. I accept this, because, a lot of cultures I want to be added in the game, basically, fit with the philosophical meaning of some affinity, but don't fit with any of the abilities.