well no, never said it was. Its a mid game culture boost, quite a strong one.
Sure it can be made to do other things and even be more historical. But it is not about tourism really, it is about culture and works just fine,.. mid game.
well no, never said it was. Its a mid game culture boost, quite a strong one.
Sure it can be made to do other things and even be more historical. But it is not about tourism really, it is about culture and works just fine,.. mid game.
Right, the Great Wall works just fine as a purely mechanical construct that yields bonuses that serve as currencies which can be expended to advance one towards a victory condition. I do acknowledge that. If you need more gold and tourism, and you're China, there ya go.
Now, what else should be good source of gold in a game like this? How about...a bank? A bank springs to my mind because I think "bank", and logically banks provide money, right? Not tourism, not faith. If you have a game where a bank doesn't make you richer, something's off. And just as one playing a game expects a bank to be a mechanical construct that yields a currency associated with money, when someone thinks of a wall, they expect it to first and foremost act as a barrier. And if it's the Geat Wall of China, one expects that it should be built a long time ago.
Call it simulationism, verisimilitude, ludonarrative consistency, or what have you. It speaks to a problem with a game franchise when the idea that things in the game should be in keeping with theme is regarded as quaint and fussy. As Civ fans LOL'ed in things like spending faith to buy rock bands to drive into rival civilizations and bomb them with tourism, one could quietly hear standards expiring with a whimper.
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