Maxim I: "The frontiers of nations are either large rivers, or chains of mountains, or deserts. Of all these obstacles to the march of an army, deserts are the most difficult to surmount; mountains come next; and large rivers hold only the third rank."
The Why
Lore-friendliness
"The Empire even at its heights preferred not to send its legions into the army-devouring wastes." Very wise of them. Except, when we look at the gameplay, what actually is there to deter attackers from the deserts? Are there even any debuffs except for maybe party speed? Besides, from my experience the Aserai usually take a defensive stance, which again makes sense lore-wise but the fact that they can't utilize their strong geographical advantages means they're outmatched by pretty much every other faction all the time. Which leads me to..
Realism and immersion
Obviously, deserts were a logistical nightmare in real life, lack of wild-life and plants meant that armies could not live off the land, meaning they would have to rely on the supplies they brought with them which wouldn't last forever, among other things, of course. With the barrenness of important resources in deserts in mind, mostly food and water, maintaining an army's supplies would be a primary concern. This would be achived primarily through towns, productive villages, oases and rivers and groundwater wells and the like, explored in more detail below.
"Many deserts have limited amounts of noticeable landmarks and as such maneuvering through a desert can turn into a logistical nightmare. Militaries often make use of cavalry to traverse the large expanses of a harsh desert without increasing the exertion of the soldiers who are already at a higher risk of dehydration because of the high temperatures during the day."
The How
Making foraging and living off the land nearly impossible
As mentioned before, the lack of wild-life, plants and water would make towns and villages primary targets for any invading army. This would force armies to target cities, meaning sieges, meaning even more food and supplies will have to be brought, meaning less speed + the speed debuff of deserts.
"The scarcity of water may lead to change in bases, moving from one position to another looking for a water source."
Supporting feature necessary: Addition of foraging
Adding heat exhaustion
With heat exhaustion implemented, deserts would be a nightmare to march through, since an army couldn't march for a day or two without having to stop and rest. This would also mean they would consume more water / drinkables, which are once again difficult to acquire in the desert. This would increase attrition and exhaustion greatly, resulting in a gradual decrease of morale and combat effectiveness, mechanics I explain in more detail in the link below.
Supporting feature necessary: Water, rivers and oases having a use (N/A)
Supporting feature relevant: Encampments
Supporting feature necessary: Army attrition and exhaustion mechanics
"Random" events that cause delays
This could be implemented for pretty much every other terrain as well but deserts and sand dunes especially harm mobility massively. You could have an event where some soldiers have to be rescued from being buried in sand and that could cause a delay. You could even have soldiers bitten by venomous creatures, get injured or even die if your army doesn't have a skilled enough surgeon.
These are all the ideas I came up with for the time being, the thread's open for discussion and further suggestions.
P.S. Goes without saying that the Aserai culture bonuses would decrease these negative effects by 80 or 90 percent.
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