What is not to get? You claimed that extra cards are relatively better on villages than on terminal draws whereas I claimed that extra coins are relatively better on villages than terminal draws due to the existence of "draw up to X cards". As an example, Fishing Village or Festival combos well with Library or Watchtower. They even combo well with ordinary terminal draws.
This is why DXV has done several villages but not even one terminal draw with virtual coins.
That's what I thought you were saying, but I questioned it because it doesn't make sense. Draw-to-X is not common. Your argument is like saying that Copper is relatively better than Silver because of Coppersmith.
This isn't just my claim; it's common knowledge. It isn't just about villages, it's about non-terminals in general. Simple example:
Say you have a terminal +2 cards and a terminal +2 coins. As terminals, both are about equal in value -- they are sub $2 cards (reference Moat and Duchess). Now make them non-terminal. The +cards are $5 now (Lab), whereas the +coins are $3 (Silver).
Terminal +$3 would indeed be a strong 5$. But this has nothing to do with what the addition of an extra coin on a terminal draw card would be worth. Hell, the closest comparison would be a terminal virtual coin which would be inferior to Copper so obviously this leads nowhere.
I mean, you say that, but you haven't explained why you think an example with terminal coin has nothing to do with discussing this card with terminal coin while your example with Squire somehow does. Terminal vs. non-terminal is a bigger difference for this comparison.
The theoretical terminal +$3 is relevant because it is another step on subbing vanilla bonus for vanilla bonus. Here they all are:
A) +3 cards: Smithy, a decent $4 card
B) +2 cards, +$1: the first form of Plantation, under debate
C) +1 card, +$2: something that shouldn't exist
D) +$3: a theoretical decent $5 card
All of one or the other is preferable because you'll buy that card for a specific purpose and being a generalist is generally less useful. Option C is a special case of unfunness because +1 card isn't enough to be helpful for draw in an engine and can hurt you when you draw something dead. Option B is still OK though. I agree that it's weaker than a flat +3 cards, but it's still OK. +2 cards can suffice for an engine and +$1 is an OK extra bonus.
My overall argument is that +card and +coin are actually pretty close in power on a terminal card. Card is better overall, but coin is not far behind can become preferable depending on the board.
This is why DXV has done several villages but not even one terminal draw with virtual coins.
Mercenary.
It is a bit more complicated than that. For example we agreed that "+3$" would definitely have to cost more than Smithy yet this doesn't imply that virtuals coins are always inferior extra cards. Usually it is the other way around.
Are you changing your argument, or is this just a typo? I thought we agreed that +coins
are usually inferior to +cards, not "the other way around".
As always the strength of a card is Kingdom-dependent but I think that in general Oracle would be superior to "+2 cards, $1" so the Spring/Autumn part of Plantation would be a weak 3$. The relevant issue seems to be, as always, not these theoretical musings but the empirical facts, i.e. what Asper told about playtesting: that the Winter/Summer part of Plantation is played most often.
I don't think the comparison to Oracle is clear cut, but even if that's true it doesn't mean that Plantation would be weak at $3. Oracle is strong. Even if this isn't
as strong, it's still good.
I'm glad that my theoretical musings aligned with the playtesting.