Human Crouton
Prince
- Joined
- Jul 27, 2011
- Messages
- 428
There are two reason that I really hate the rock bands, and those reasons are great musicians and faith.
If I'm generating rock bands through faith, then what do my great musicians represent? Who are these great musicians, and why am I making them if we get another gameplay mechanic that replaces whatever abstraction great musicians were meant to represent? If we are going to use music as a victory condition then shouldn't I be encouraged to cultivate a civilization that excels in music? I've got buildings, wonders, and government policies that generate great musicians and hold their works; but they don't matter. Whether I have zero music buildings or ten music buildings, I can create rock bands all the same.
Since great musicians and rock bands are different entities in the game then what different real world analogs are great musicians and rock bands meant to represent?
The other issue is faith purchasing. The civ team seems to use faith as their currency to purchase aspects of the game unrelated to faith just to make the faith currency more useful. I'm going to use national parks as the example. I could see a very faith oriented civ using their faith to purchase a national park because I can assume the faith currency represents the desire of the people to create a national park for religious or moral reasons. The issue is that faith is the only way to purchase a national park. What is the rationale for that? Does the game assume that atheistic societies would have no desire for national parks?
The reason national parks and rock bands are purchased with faith is because the faith currency would be otherwise useless to a civilization that has not developed a religion. The players aren't building holy sites unless they are playing religious civs, and instead of changing the religious game to encourage non-religious players to build them, they instead tied arbitrary game elements to faith, and made faith the sole way to experience those elements.
If I'm generating rock bands through faith, then what do my great musicians represent? Who are these great musicians, and why am I making them if we get another gameplay mechanic that replaces whatever abstraction great musicians were meant to represent? If we are going to use music as a victory condition then shouldn't I be encouraged to cultivate a civilization that excels in music? I've got buildings, wonders, and government policies that generate great musicians and hold their works; but they don't matter. Whether I have zero music buildings or ten music buildings, I can create rock bands all the same.
Since great musicians and rock bands are different entities in the game then what different real world analogs are great musicians and rock bands meant to represent?
The other issue is faith purchasing. The civ team seems to use faith as their currency to purchase aspects of the game unrelated to faith just to make the faith currency more useful. I'm going to use national parks as the example. I could see a very faith oriented civ using their faith to purchase a national park because I can assume the faith currency represents the desire of the people to create a national park for religious or moral reasons. The issue is that faith is the only way to purchase a national park. What is the rationale for that? Does the game assume that atheistic societies would have no desire for national parks?
The reason national parks and rock bands are purchased with faith is because the faith currency would be otherwise useless to a civilization that has not developed a religion. The players aren't building holy sites unless they are playing religious civs, and instead of changing the religious game to encourage non-religious players to build them, they instead tied arbitrary game elements to faith, and made faith the sole way to experience those elements.
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