Candido Rondon
Chieftain
- Joined
- Nov 3, 2016
- Messages
- 51
Well, in this case, the mutual exclusivity is intended to keep to the three buildings per district design philosophy of the developers.
Part of that design philosophy is moving away from the attitude in previous civ games where you could have it all. Sure, there was a certain amount of opportunity-cost with what you choose to produce and research, but the reality is that if you were a good player, it mostly just determined in what order you eventually dominate every aspect of the game. Breaking cities out into districts, limiting how many buildings can be built in those districts, and making Wonders take up whole tiles goes with a different design philosophy that prioritizes choosing particular strategies over broad dominance. If you want to have a civilization that is good at something, you'll like that design approach. If you want a civilization that's good at everything, you'll be aggravated by it. Describing one set of rules as "artificial" or "arbitrary" in a game doesn't really tell you much since a game is defined by being bounded by an artificial set of rules.
I can say that having an unlimited number of buildings in a city is unrealistic. Someone else can say that in real life, two museums aren't going to be so huge that they can't both exist in the same neighborhood, so limiting you to one type of museum or another is unrealistic. In either case, there are abstractions. Unlimited building placement ignores all of the city planning issues that the game doesn't bother to simulate, and limited building placement exaggerates the size relationships of a building to a district. It isn't about one abstraction or another being more or less artificial but whether it works with how you'd like to be playing the game.
Fortunately, there are mods, so if nothing else, somebody will likely create a mod that enhances our preferred experience.
Part of that design philosophy is moving away from the attitude in previous civ games where you could have it all. Sure, there was a certain amount of opportunity-cost with what you choose to produce and research, but the reality is that if you were a good player, it mostly just determined in what order you eventually dominate every aspect of the game. Breaking cities out into districts, limiting how many buildings can be built in those districts, and making Wonders take up whole tiles goes with a different design philosophy that prioritizes choosing particular strategies over broad dominance. If you want to have a civilization that is good at something, you'll like that design approach. If you want a civilization that's good at everything, you'll be aggravated by it. Describing one set of rules as "artificial" or "arbitrary" in a game doesn't really tell you much since a game is defined by being bounded by an artificial set of rules.
I can say that having an unlimited number of buildings in a city is unrealistic. Someone else can say that in real life, two museums aren't going to be so huge that they can't both exist in the same neighborhood, so limiting you to one type of museum or another is unrealistic. In either case, there are abstractions. Unlimited building placement ignores all of the city planning issues that the game doesn't bother to simulate, and limited building placement exaggerates the size relationships of a building to a district. It isn't about one abstraction or another being more or less artificial but whether it works with how you'd like to be playing the game.
Fortunately, there are mods, so if nothing else, somebody will likely create a mod that enhances our preferred experience.