Because building a Village/Smithy engine is usually slow, and you need some way to catch up once it's built. If you don't have multiple buys, you won't have enough turns to catch up. If you don't have huge buying power, you won't have enough money to catch up.
I am very clear on the theory, the question is
what is enough? Perhaps oddly, I can't recall ever having played a game of Dominion where Village/Smithy was on the table. It seems like the weakest real "engine" deck -- the one that gets you nothing but cards and actions, and not a glut of either, and requires two different cards so it's more susceptible to stalling than, say, Laboratories.
Yes, I know, guys, with an engine you want buys and the ability to put together a mega-turn. Thanks, I've played a few hundred games of Dominion or so, I have a general concept of how engines work. But
specifics. How does this, particular, weak engine work?
Not with Worker's Village. Not with Torturer. Not with Council Room. An actual Village/Smithy engine.
Okay, so, one combo that guided at least would regard as enough would be village/smithy/market/bank. Fair enough. What's the game plan there? Open Village/Smithy? Buy no money besides Banks? What ratio of villages/smithies do you go for? How many Markets? How many Banks?
Asking for Bank/Market seems like a high bar. Anyone think it's doable with less? How about Coppersmith/Market?
Would you try it with Village/Smithy/Steward/Pawn? Steward for the trashing early and the money or cards to shore up your engine later. Pawn as +buy when you want it, a cantrip when you want that, a card/money when you've got extra actions to throw around? I doubt this would function, but I'm curious. What about Village/Smithy/Steward/Hamlet? What if you threw Conspirators into the mix?
Would anyone even remotely try it with terminal +buy? Salvager, maybe?
What if the board was Village/Smithy/Goons?