In the new Development update video #7, TW introduced a new Battle Terrain System, whch basically divides the world map into regions and uses those regions to detemine the type of map a battle will be fought on at that part i the world - as far as I understood, to a greater granularity as does the system in place now, which only uses general archetypes (forset, plains etc.).
Now. As far as I can tell, these regions are numbered, meaning they are uniquely indentified. Region one will seems to be at the farthest northwest of calradia, in vlandian territory.
I was thinking, that the system used to locate and identify the owner culture of regions being considered for a specific battle scene could be used to implement strategic advantages for castles, cities etc. Each castle could have a zone of influence, which consists of the regions surrounding it. In these regions some different positive or negaive effects could come into play (tactical advantages in battle for the owner culture of the castle, supply /morale loss for navigating enemy terrain, etc.)
Many posters here have already made a wealth of suggestions which strategic and tactical advantages castles and cities could have; many better thought out and more in depth then the ones I outlined above.
The point I am making is, that the region system can be the missing part, enabling the game to know about to whom a piece of land belongs, which AFAIK was not possible before.
Check the video at 2:07 to see the map divided into regions for yourself: .
Now. As far as I can tell, these regions are numbered, meaning they are uniquely indentified. Region one will seems to be at the farthest northwest of calradia, in vlandian territory.
I was thinking, that the system used to locate and identify the owner culture of regions being considered for a specific battle scene could be used to implement strategic advantages for castles, cities etc. Each castle could have a zone of influence, which consists of the regions surrounding it. In these regions some different positive or negaive effects could come into play (tactical advantages in battle for the owner culture of the castle, supply /morale loss for navigating enemy terrain, etc.)
Many posters here have already made a wealth of suggestions which strategic and tactical advantages castles and cities could have; many better thought out and more in depth then the ones I outlined above.
The point I am making is, that the region system can be the missing part, enabling the game to know about to whom a piece of land belongs, which AFAIK was not possible before.
Check the video at 2:07 to see the map divided into regions for yourself: .