Ok, I need help. I have seen this logic various times and I don't see the distinction.
First you do realize that it will take time to get money. That when they say income they tend to talk about gross income, which is what you make before subtracting what you are spending? So unless you are not spending anything you will quite possibly be forced to watch the game for years on speed 5 to get enough gold to still do/gain nothing?
So can someone help me in understanding how we are no longer sitting and waiting for a different colors thingy to grow so we can click a button?
Really superficial thinking. First of all, a myriad of actions that previously required mana of some kind will simply have their "costs" tied to organic abstractions that do not function as currencies, but general modifiers. Like Fabricating a claim generating aggressive expansion or endorsing a party implicating an increase in tyranny and a decrease in stability. Those actions before were tied directly to currency, so, at the very least, many (most, by Johan's post) actions have had their currency costs removed altogether, which literally means no waiting unless you're already in the extremes.
Second, that's the entire point of the criticism: what led you to fabricate claim was excess of oratory power. What were the implications of fabricating a claim? Other than the immediate reduction in oratory power, none. Now, fabricating a claim is actually tied to other mechanics rather than to pure currency management, having indirect impact on gameplay and, along with the other modifications, exponentially rising the level of interconnection between the many aspects of the game. Not only does it make much more sense from a representative point of view (having an abstraction like aggressive expansion, with its current modifiers and effects, rise when you actively pursue conflict makes PERFECT sense, or rather much more than simply spending scrolls), but also makes for MUCH more interesting gameplay. Before, I:R was simply a game of monopoly. How much can i spend with my current resources. Now, when many actions do not "cost" anything, I:R CAN become a game of real choices and real consequences that must be evaluated WITHIN the game's multiple abstractions, not just currency management.
Now, mana is not really gone for good. But that is not a problem, because the argument was, for the most part, against the indiscriminate use of a "represents literally everything" mana-like resource in I:R. First of all, Political Influence isn't really a "jack of all trades" resource. It's meant to represent a specific thing, which is the political standing within the nation's grandees, so its uses are inextricably tied to the political field, with uses like changing laws. Not only that, it's not an arbitrary and static value, but the product of the interaction between possibly dozens of characters, additionally working organically with other mechanics, like loyalty, so subject to player's influence to a much higher degree than before, which is in line with MANY of the criticisms. Still, we have to take into account that there's not much information to work with other than that extraordinary dev diary, so skeptcism is paramount here.
Bottom line. No, it's not gonna be a waiting game, because mana as we knew it is gone. And thank the heavens, johan and every single beautiful being who had the humility and vision to admit may have been a grievous mistake in this company for that.
- 1