TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
the purpose has been stated already - to push players out of their comfort zones.
I meant a legitimate purpose, not a purpose you could serve by replacing the mechanic with "real time strategy instead of turn-based", "no workers", "hard limit to 3 cities per civ", "technology doesn't matter", and so on.
Those all push players out of comfort zones too, but that doesn't make them good. It also doesn't make this particular mechanic good.
You also failed to answer my question: from a strategy standpoint, how does this change add to meaningful choices made across the game? At least when wonders are contested, you have to make some degree of risk/reward evaluation with incomplete information.
1. We don't know how the land will be distributed and thus how hard it will be to fullfill these requirements. I assume on average sized map there should be always 2-3 civs capable of building specific Wonder.
We don't have strong evidence either way, but what evidence we do have (previous civ titles) suggests this assumption to be mistaken.
2. The Wonders mentioned are early ones. At this point you don't know yet who has which land. So even if by some random you're the only one capable of building the Wonder, you'll not know it. It's totally possible later Wonders will have different kind of requirements.
Aside technology or resources, what requirements? Requirements aren't made equally, some would actually force you to use strategy. Spawning near desert does not use strategy.
3. Requiring a dedicated tile already limits the Wonder race (no more all Wonders in one city). Having additional requirements just shapes the limitations.
Doesn't address my point at all, skipping.
4. If only 2-3 civs could build the Wonder in time, this increases the chances for human players to build early Wonders at higher difficulty levels. This could be interesting.
"You might get a freebie wonder. This could be interesting" --> what is this doing to make the game better?
Earlier in this thread I posed a question:
what strategic purpose does limiting many wonders in this capacity serve?
As I have now been quoted multiple times without answering this question, let me rephrase it:
What meaningful decisions do you anticipate terrain restrictions on wonders to add, and how do they weight against the urgency and planning required to secure wonders without the restriction?