This is a great business strategy to keep people interested in playing FoE, especially for the ones who have reached the Virtual World and may be getting bored. Usually when you reach the end of a game, you stop playing and go on to something else. Bringing other cultures into the game perks your interest to keep on playin'. I just hope those of us who have jobs can find the time to help the Vikings.
I wonder if the game devs came up with the idea of Cultural Settlements from what the game devs have created in Elvenar. You are visited by guest races In Elvenar and need to help bring back their culture to its former glory. In return, the different races help you gain some architectural wisdom to improve your buildings. But of course, FoE stays with the historical theme while Elvenar delves into a fantasy realm of witches, dwarves, fairies, goblins, disgusting Orcs, Sorcerers and their dragons, just to name a few.
2 days in impression: Personally, as a VF player, this won't cure my boredom
Possible reactions it might evoke:
1) grudgingly doing it because i'm still playing and it feels necessary (see: taverns)
2) ignoring it because it feels unnecessary (see: most events)
3) getting irritated enough to quit because it's necessary busywork but boring (unlikely - but i'd like to think it's an option
)
To me it needs more strategic thought required to be interesting. Compared to building an actual city
- lack of variety of buildings to start to present tradeoffs in frequency of collection
- no choices in order you unlock things
- no system comparable to happiness. diplomacy takes its spot in the interface but isn't something you need all the time to design into layouts. rather it's something you need at the time you're going to unlock stuff.
- no balance between coins and supplies to manage. it uses the coins and supplies from your own city (already solved problem in a well developed city, unlimited supply effectively) to build buildings and only uses copper to make goods.
- no boosts or interaction with other players (trade/plunder)
and the only thing it adds to replace all these missing nuances:
- small little rocks you have to build around to influence your choice of expansions
- where do you spend diamonds most effectively if you're going to to speed it up. Really this has been the most interesting question to analyze. 115 diamonds to pay for 23 axes and get shrines immediately is pretty high on the list as it's the only real efficiency increase of all the buildings you unlock - the rest are just different sizes/timers - it also allows you to use your initial copper towards expansions rather than unlocking shrines - cuts off almost a full day by my figuring. 225 diamonds to pay for 45 axes to unlock mead brewery and get cheaper expansions sooner might be a tough call vs 500 diamonds to just get an extra expansion too though.
And if the most interesting question about a new feature is how best to spend premium currency, that's a pretty sad state of affairs!