I like this. Adding wood to a lot of places that don't have it now, but making those places too inefficient for large-scale gathering (for buildings, ships or charcoal) would have little negative effect on trade and much positive effect in terms of playability.
To extend on this, I think it would be fair and good to make all resource gathering rates vary by location. Just as some places have denser forests than others (or no forests, but a few lonely trees), some mines are richer than others, and some land is better for farming than other land. I have no idea how resources are coded, so I don't know about codability, but this would have many of the same effects as kabl00ey's wood suggestion.
How much wood would a Cantrian chuck...
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kabl00ey wrote: To summarise: two or more 'levels' of forest: perhaps a shrubbery (), a grove, a wood, and a forest - all give wood, but in various amounts.
We are the Cantrians that say "ouch" and we demand a shrubbery!
I would also like to see more wood in more places but with different collection rates. I can't think of many natural places (well at least in England but here we don't have desert beyond a few patches of sand on a large golf course
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