Should civilizations get bonuses based on the region of the map?

Hey everyone,I wanted to pitch a gameplay mechanic concept and see what you all think. Right now, civilization bonuses reflect who a faction was historically, but they completely ignore where they fought. A desert civilization performs identically in a snowy European forest as they do on a flat sand dune.What if AoE2 introduced a subtle Map Region Mechanic based on global map tags?Depending on the geographical archetype of the map script, civilizations would get a thematic passive trait or global modifier:

:desert: Arid / Desert Maps (Arabia, Oasis, Valley)The Shift: Camel units and Cavalry Archers gain +1 pierce armor, or Farms yield +5% more food to represent historical desert irrigation networks.

Who benefits: Middle Eastern, Central Asian, and African civilizations.

:evergreen_tree: Temperate / European Maps (Black Forest, Arena, Baltic)The Shift: Infantry units gain +2 line of sight through trees, or Siege Weapons cost 10% less wood due to the abundance of high-quality timber.

Who benefits: European and East Asian civilizations.

:herb: Tropical / Jungle Maps (Yucatan, Rainforest, Nomad)The Shift: Units heal 10% faster when standing idle inside shallows, or standard Outposts are completely free to build to combat low visibility.

Who benefits: Mesoamerican and Southeast Asian civilizations.

Two ways this could be handled:

Home Field Advantage: The bonus applies only to factions native to that specific climate zone.

Global Map Modifier: The bonus applies to every civilization universally, fundamentally shifting the map’s strategy for everyone.

Obviously, this would probably be disabled in standard Ranked Matchmaking to protect the 1v1 competitive meta, but it could be a massive addition to custom lobbies, show-matches, and custom campaigns.

Would this make map drafting and casual play way more interesting, or would it be a balancing nightmare? Let me know your thoughts!

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Not an idea for this kind of game, that makes sense for a Grand Strategy where all the terrains are on the same map and each civ start on the territory they have advantage in (they fight better in their homeland). In this game it would be an arbitrary unfair advantage, as you are stuck with only one terrain randomly choosen.

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This is too much to memorize

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It would be cool as a special mode if part of the UI displays the relevant changes (from all played civs) and help players learn where the maps & civs & units come from by giving home advantage.

But this is too complicated for the standard game mode.

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Things like this should never ever be introduced.

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If this is because Sarc has a bad Arabian winrate then the easy solution is to give them Scout Camels so they can benefit from an HP civ bonus that should offset early game woes

That can be a good concept for campaigns

I can’t find my earlier post in some topic. I’ve posted similar idea earlier, together with precipitation influence, limited ranged weapon shots number, terrain fertility, etc. (Spoiler - none cares to introduce such significant changes into the gameplay).
Although, I appreciate your enthusiasm, keep going!