@Victoria
Well rebelling against how the the game is designed to be played is like defying God and incurs wrath in the form of nerf hammers that persist until you play the way the Devs want you to play. Just look at Command and Conquer 4...you like to build bases? Well they removed that entirely and completely destroyed the franchise. Oh wait it's already happening with the recent patch where devs are enforcing starting distances from major civilizations.
My point is it is the duty of developers to come up with proper, unbiased designs and it is not acceptable or excusable that players have to play against the design of the game to have fun. It's just not especially when players are playing according to the original vision of the game. Why defend something that is against the way you play when the way you play is justified? Join the retort and maybe we can hope to see some sensible change.
I completely disagree!
The very point of the game is deciding what choices to make based on the situation at the time (as was the case throughout history) and not having every avenue available at all times.
By your logic, we should never lose the chance to build a Wonder or gain a Great Person just because another civ beat us to it. Should it be possible for each civ to build the Pyramids for the entire duration of the game?
I believe it would become an incredibly dull game if there were no risk to losing out on one thing because I thought something else was more important at the time.
You are confounding two issues which are entirely separate by ignoring the context of both ideas which you are comparing. You need to establish a common ground of comparison before you can make a comparison.
For example, a proper comparison for your context would be this:
a: You have to delay era progression to earn envoys.
b: You have to delay era progression to build a wonder.
c: You have to delay era progression to acquire a great person.
In each of these contexts there is an
unjustified and
additional cost of acquiring said object on top of its inherent costs which is simply put not good design because it is both unintuitive and contradictory to the game's purposes.
And Not:
Envoy Acquisition not conflicting with Era Progression = Everything goes the player's way. There is no risk no reward etc.
I am not saying everything should go the player's way and I have no idea how you came to that conclusion. I'm saying every
obstacle,
risk, or
cost in the game needs to be
justified, logical,intuitive and
integrated with the purposes of the game
. Era Progression as an obstacle to Envoy Acquisition meets neither of the four requirements and is simply there as a plain obstacle to limit envoys in the game with no reason other than "we need to be different from Civ 5".
You never reward failure and punish progress, ever. If you are a proponent of designs like this your design knowledge is lacking and you will not survive in the game industry. You can disagree but the fact of the matter is that there are established principles for game design one simply cannot ignore.
Also are you really comfortable with the prospect of players intentionally delaying era progression to do quests for envoys?