Basically my point is that often when folks have a 'problem', instead of trying to fix it by improving their game play they lobby to get the game changed. As I see this 'problem' to be fairly easily avoided by more careful city site location, it's not an intrinsic problem requiring a game change, but is instead self-inflicted thus no game change is necessary.
It's interesting how often 'arguments' (in the best sense of the word -- ie discussions) are based upon misconceptions and the arguers are basically in agreement
Yes I agree on both statements. There are times when people perceive a game to be bad when in fact they are simply playing the game badly.
First of all, I'd like to say that I have generally been a "careful city placer." In the games I've played my first inclination is always to see what it is available around me and based on that I decide on whether I would be better off moving to another spot. As such, in the most "serious" game of Elemental I've played so far I avoided the "garden spam" by seeking out food resources. I managed to find that spot with the Oasis, the Orchard, the Farm, and the Bees, and I was set. So, I'm not someone who is complaining about the garden spam, as I've yet to experience it. I planned on starting a game not next to a food resource just to experience it, but each time I restart I seem to be right on top of one.
Now, from what I understand the game is not simply a strategy game but also partially a role-playing game. As such, one of the things that makes the RPG aspect more fulfilling to me is game world which appears to resemble a fantasy setting. In a fantasy setting I imagine a world where there exists a mix of city sizes. There would be some outposts, some humble villages, some prosperous cities, and some huge capital cities. My fear is that if you allow essentially unlimited food, in the form of gardens, every city in the game will eventually be Level 5.
Now of course this might not be true, maybe there will be a diversity of city sizes regardless of unfettered access to garden building. Even if it is true, this sense of game atmosphere might not be worth loss of strategic depth (if there in fact is a loss of strategic depth) by removing gardens. I suppose everyone will have their own opinions on the importance of these sorts of things.
In any case, I'm still looking forward to 2A.