There's been some talk of it before, but what kind of ideas do people have about a large, unsettleable region in FfH maps?
One problem I find in my games is that the entire map gets colonized by the middle of the game, and then barbarians, animals, and beasts are simply gone.
With a largish region that can not be settled, these aspects of gameplay could last for much longer. Recon units of exploring these regions and spotting enemy forces slogging their way through the jungles/frozen-waste/whatever, more chances for great monsters to rise up and to send heroes out to slay them, and so on. Trade networks wouldn't necessarily be complete, different groups of civs would have only each other to trade with. Mortal enemies might not be able to get to each other, being forced to engage in cold wars while they use diplomacy to seduce their enemy's neighbours into signing open borders agreements...
Which version of Civilization was it which had that cool mod with four different worlds? I'd be surprised if the Civ4 engine can swing that, but damn was it ever cool. Of course, in that mod, there was a believable reason to be unable to enter those regions -- they were completely different worlds.
The question would be, why can't these areas be settled (at least not at first)? Are they covered with some terrain that is simply too inhospitable? Would cities on those tiles be so short on food that they could never grow past a size of 1 or they would be stuck with 0 production or something? This is where cool ideas are needed, to provide compelling reasons for such a mechanic that would fit into the FfH lore.
One problem I find in my games is that the entire map gets colonized by the middle of the game, and then barbarians, animals, and beasts are simply gone.
With a largish region that can not be settled, these aspects of gameplay could last for much longer. Recon units of exploring these regions and spotting enemy forces slogging their way through the jungles/frozen-waste/whatever, more chances for great monsters to rise up and to send heroes out to slay them, and so on. Trade networks wouldn't necessarily be complete, different groups of civs would have only each other to trade with. Mortal enemies might not be able to get to each other, being forced to engage in cold wars while they use diplomacy to seduce their enemy's neighbours into signing open borders agreements...
Which version of Civilization was it which had that cool mod with four different worlds? I'd be surprised if the Civ4 engine can swing that, but damn was it ever cool. Of course, in that mod, there was a believable reason to be unable to enter those regions -- they were completely different worlds.
The question would be, why can't these areas be settled (at least not at first)? Are they covered with some terrain that is simply too inhospitable? Would cities on those tiles be so short on food that they could never grow past a size of 1 or they would be stuck with 0 production or something? This is where cool ideas are needed, to provide compelling reasons for such a mechanic that would fit into the FfH lore.