DeletedUser29726
But, to answer your question directly, I believe Inno realized they went too far in making GE attractive early on, and then back-tracked a bit, and offered non-rewards like extra attempts. So, in this case, it was a reaction to making it too powerful, and was a way to retain game balance. That's my take on it, anyway, but what do I really know? It's just a guess.
I seem to recall from beta when the new rewards for expedition and GE4 came in the goals were to address complaints about the rewards for expedition, not that they were too powerful - in general rewards went up with the change, especially considering the 4th difficulty. The explanations we got from memory:
- Regular event buildings were replaced with the special expedition buildings so that someone who chose to develop their city through it would have a unique look. Sacred Sky Watch replaced Shrine of Knowledge (downgrade). Terrace Farm replaced bazaar (huge upgrade). Tribal Square and Fountain of Youth were just sidegrades on their previous counterparts.
- People really complained about receiving coins and supplies apparently. They were originally the only prizes that really aimed to dilute the good stuff. So inno decided to add attempts and motivation kits into the prizes to take the place of some of the coins/supplies. Some of these things were even more common at first launch on beta than they were in the final release. Noone was terribly impressed with them at the time and many begged to just have the coins/supplies back as something marginally useful. Now that motivation kits are instead aid kits they're at least half-decent... And I've gotten used to the extra attempts and sometimes when i've procrastinated til the last day I even hope for them.
- All FP rewards were converted into the 'direct-to-bar' treatment that inno had started to fall in love with. This was definitely a nerf, but overall the amount of FP per week went up so it was a change that was easier to swallow.