Here's something I was thinking about, giving that I was playing Vicky recently, which has a big emphasis on natural resources.
CK doesn't really model natural resources, per se, and I'm not even sure how much of a factor they would have been back then. However, it does take a few things into consideration. Like, you can't build a forestry in the desert.
I wonder if this could be expanded.
Here's one idea:
If you have a forestry in a forest province, you're not going to run out of trees. However, the only restrictions on where you can build a forestry are no to marches and desert. A forestry on the plains or mountains, for instance, might not have as much immediate access to trees, or might be based in small clumps of forests that could easily be over-forested. So, there's an event, maybe with a 2 or 3 year MTTH, that will cause the forestry to close down due to a lack of natural resources, because it's in less than ideal terrain.
Here's another idea:
You have a sawmill in a province, and a forestry is a prereq for it. However, to the best of my knowledge, if you lose the forestry you won't lose the sawmill. So, perhaps make a similar event for the sawmill. If the forestry is destroyed, the sawmill will also eventually close down due to a lack of natural resources. UNLESS you have roads, under the assumption that they could be used to cart in wood from elsewhere.
Similarly, I wonder if this could be applied to advances as well. For instance, a province that wouldn't have a lot of stones (forest, maybe) would start losing stoneworking-related advances from a lack of being able to use them practically, or non-coastal provinces would lose sailing-related advances (do those exist..?).
Anyway, just some ideas I had.
CK doesn't really model natural resources, per se, and I'm not even sure how much of a factor they would have been back then. However, it does take a few things into consideration. Like, you can't build a forestry in the desert.
I wonder if this could be expanded.
Here's one idea:
If you have a forestry in a forest province, you're not going to run out of trees. However, the only restrictions on where you can build a forestry are no to marches and desert. A forestry on the plains or mountains, for instance, might not have as much immediate access to trees, or might be based in small clumps of forests that could easily be over-forested. So, there's an event, maybe with a 2 or 3 year MTTH, that will cause the forestry to close down due to a lack of natural resources, because it's in less than ideal terrain.
Here's another idea:
You have a sawmill in a province, and a forestry is a prereq for it. However, to the best of my knowledge, if you lose the forestry you won't lose the sawmill. So, perhaps make a similar event for the sawmill. If the forestry is destroyed, the sawmill will also eventually close down due to a lack of natural resources. UNLESS you have roads, under the assumption that they could be used to cart in wood from elsewhere.
Similarly, I wonder if this could be applied to advances as well. For instance, a province that wouldn't have a lot of stones (forest, maybe) would start losing stoneworking-related advances from a lack of being able to use them practically, or non-coastal provinces would lose sailing-related advances (do those exist..?).
Anyway, just some ideas I had.