Originally was going to post in the small ideas thread, but this is not that small of an idea.
Just to expand on this area. I really think it is hard to simulate role of "great wastelands" in history without such mechanic. By "great wastelands" I mean incredibly sparsely populated areas, like 3 people/km2 and less today, mostly unfit for agriculture and human life.
- Ural & Siberia (with the exception of southern patches of fertile souls),
- Canada
- Alaska
- Amazon and other SA rainforests
- Patagonia
- Deep Sahara
- Kalahari, Namib
- deep Central Africa (area, not just country)
- huge part of Arabian Peninsula
- Papua, Borneo interior
- 90% of Australia (all except south east, which would be settled long ago if somebody discovered Australia)
- arguably some western US areas (that part between New Mexico, West Coast and Missisipi Basin)
(Mongolia, Kazakhstan, Tibet, Scandinavia etc are outside this category, because they are wastelands as well but just barely allow powerful cultures to prosper and have decent corners)
All those areas were basically cutoff, infertile, nomadic wastelands, inhabited by very small numbers of numbers of (I'm sorry) primitive hunter gatherers all the way until 19 - 20th century. Basically uninhabitable outsider very small "oases" allowing occasional outposts. No civilization could rise here due to isolation and unability to hit certain "critical mass" of good production.
But in the same time, they turned out to be incredibly important in last 200 years, because most of those areas also had (by geology, sheer area probability, lack of exploitation etc) enormous mineral resources. And only in those era certain empires had the technology to survey those areas, find those riches, and just barely, by the most advanced agriculture or outsider food supplies, colonize those giant wastes and communicate across them.
The solution is actually very simple. Just make some territories Special and lock their colonization behind industrial are technology - such as Fertilizer, Railroad, Geology, Industry, Colonialism etc. This way you make the map cooler, it feels very authentic, and you leave some area for the exciting late game scramble.
Sid Meier could never do this. It has no discrete territorial units (which I think is an inferior solution for many reasons, mostly balance) and very stupid rules of territorial control (did Romang borders grew like fungus accelerated by theatre, Ovid and baths?). It always had the awkwardness, ugliness, and just plain lack of realism, when by the modern era huge wastelands are still uncolonized "barbaric lands", but in the same time tundra in other places can be casually settled since ancient era.
On top of that, it would leave some exploration fun until late game.
Even better would be if those areas couldnt have been even EXPLORED until some early modern era tech (or even industrial). Siberian interior was reached by outsiders always no earlier than 17th century, some parts until 19th, same with most of North America. Darkest Africa until 19th century was never seen by a white man (though it is special case, as it is because of tropical diseases requiring vaccines). Just make it so all units in that territory suffer unavoidable attrition until tech X (on top of not being able to found cities here until tech Y).
Then slap some tech Z1, Z2 etc with revealing sources of oil, uranium chromium etc and here we have fun endgame aspect.
Unexplorable and uncolonizable territories could be one and the same or two separate (though usually overlapping) special types of land.
- 95% this won't happen but a specific dream of mine: special territories which can't be colonized until the modern era technology and which then contain priceless resources. To simulate vast areas IRL which were uninhabitable for the entire history until 20th century and then turned out to be important. Also great for keeping colonization race relevant until the end game.
Just to expand on this area. I really think it is hard to simulate role of "great wastelands" in history without such mechanic. By "great wastelands" I mean incredibly sparsely populated areas, like 3 people/km2 and less today, mostly unfit for agriculture and human life.
- Ural & Siberia (with the exception of southern patches of fertile souls),
- Canada
- Alaska
- Amazon and other SA rainforests
- Patagonia
- Deep Sahara
- Kalahari, Namib
- deep Central Africa (area, not just country)
- huge part of Arabian Peninsula
- Papua, Borneo interior
- 90% of Australia (all except south east, which would be settled long ago if somebody discovered Australia)
- arguably some western US areas (that part between New Mexico, West Coast and Missisipi Basin)
(Mongolia, Kazakhstan, Tibet, Scandinavia etc are outside this category, because they are wastelands as well but just barely allow powerful cultures to prosper and have decent corners)
All those areas were basically cutoff, infertile, nomadic wastelands, inhabited by very small numbers of numbers of (I'm sorry) primitive hunter gatherers all the way until 19 - 20th century. Basically uninhabitable outsider very small "oases" allowing occasional outposts. No civilization could rise here due to isolation and unability to hit certain "critical mass" of good production.
But in the same time, they turned out to be incredibly important in last 200 years, because most of those areas also had (by geology, sheer area probability, lack of exploitation etc) enormous mineral resources. And only in those era certain empires had the technology to survey those areas, find those riches, and just barely, by the most advanced agriculture or outsider food supplies, colonize those giant wastes and communicate across them.
The solution is actually very simple. Just make some territories Special and lock their colonization behind industrial are technology - such as Fertilizer, Railroad, Geology, Industry, Colonialism etc. This way you make the map cooler, it feels very authentic, and you leave some area for the exciting late game scramble.
Sid Meier could never do this. It has no discrete territorial units (which I think is an inferior solution for many reasons, mostly balance) and very stupid rules of territorial control (did Romang borders grew like fungus accelerated by theatre, Ovid and baths?). It always had the awkwardness, ugliness, and just plain lack of realism, when by the modern era huge wastelands are still uncolonized "barbaric lands", but in the same time tundra in other places can be casually settled since ancient era.
On top of that, it would leave some exploration fun until late game.
Even better would be if those areas couldnt have been even EXPLORED until some early modern era tech (or even industrial). Siberian interior was reached by outsiders always no earlier than 17th century, some parts until 19th, same with most of North America. Darkest Africa until 19th century was never seen by a white man (though it is special case, as it is because of tropical diseases requiring vaccines). Just make it so all units in that territory suffer unavoidable attrition until tech X (on top of not being able to found cities here until tech Y).
Then slap some tech Z1, Z2 etc with revealing sources of oil, uranium chromium etc and here we have fun endgame aspect.
Unexplorable and uncolonizable territories could be one and the same or two separate (though usually overlapping) special types of land.