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Well, even if you do, these 15 resources per province are negligible compared to the advantages of boosting.
That really depends on the length of game and how it all plays out. And you are talking about changing one province for 3 turns. That won't make much difference in any game. Try changing more and it will have an impact for sure.
I don't think it's worth it for boosting alone. Sometimes I do it to meet building requirements early, but waiting 3 turns for a boost is too long a delay for me.
You don't have to wait for the boost, as long as the conversion finishes before the unboosted build time ends. The boost will still kick in on buildings under construction, and you even get a refund, if the building was already more than 2/3 built.
To the OP question about game design. Basically it means, you can reduce every building cost by additional clicking around.
Unless you end up in an area, where some of the building spaces just aren't there.
It seems to make the game a tiny bit more complicated, without actually adding a lot of actual additional complexity and depth. They could have just lowered the construction costs all by 2/3 and gotten rid of a mechanic, that doesn't do a lot.
I think the plan was to introduce city specializations/diversification as an important choice, but with the current implementation Boosting failed to contribute.
Nah, I don't think that's the intent. The boosts correlate to things that are the opposite of what you're expanding into. I saw it mostly as a counterbalancing system, so that if you're heavy in one direction for expansion, you get bonuses in the other direction for city building.
If you build your city in an optimized order, you don't even need to change any provinces for boosting.
It depends entirely on growth. If you're starting from no provinces, then your first structure probably won't have any boosts, but I find so long as you have even one population to pick a province with, and you know (or check) what buildings require what specializations to boost, it's pretty easy to expand around boost requirements to get them all. Typically this means you want to get all your T1 buildings before T2 buildings, etc, though. It's not as good if you want to rush certain kinds of resources over others, but it works fine if you're building a generic settlement.
Honestly, even if you're not building a generic settlement, I find the basic structures are too good to pass up on anyhow for their price, and specialized resources and structures can also come from the special province improvements as well, which don't care about the actual province resources they're built on.
I'm not sure what your point is if they don't care about boosts. I never said boosts were necessary.
They do, later on, for sure. And some builds do as well. Materium is big on going heavy into lots of one thing for various bonuses. But usually boosts are no longer the priority at that point anyways, so you get what you can, but you don't usually need to go out of your way for it.