From this screenshot, we can see that at 62:36 in the game, Beasty (playing as the Delhi Sultanate) has nowhere left to chop wood. Wood has become a finite resource as scarce as stone! This means that at this stage, Archers have effectively become more expensive than Handcannoneers!
I strongly believe that resources should be designed to be infinitely obtainable! The developers might have their own methods, but I’m proposing one here in hopes that it will be considered—and I encourage fellow players to support this idea.
Trust me, this is a design flaw, not an intentional game mechanic!
I have two proposals:
Proposal 1
We cannot realistically set dense forests to regrow. Here’s why:
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Villagers constantly chop deeper into the forest, eventually standing on tree stumps. If trees regrew on those stumps, villagers would become trapped inside the forest.
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Players often build Lumber Camps on stumps, which would remove the stumps and permanently prevent regrowth.
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Additionally, forcing players to move to a new dense forest after clearing one is intentional design. It increases the risk of wood gathering, maintains the strategic importance of other forests, and better reflects real-world lumber operations.
Therefore, instead of making dense forests regrow, we should set sparse forests to infinitely regenerate trees.
To implement infinite regeneration in sparse forests naturally and logically, I propose the following detailed changes:
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Building Restriction: Players cannot build Outposts in sparse forests unless there is open ground within the forest. (This ensures absolute safety for future tree regrowth!)
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Persistent Stumps: After a single sparse tree is chopped down and becomes a stump, the stump permanently occupies the same space as the original tree. Its “roots” cannot be destroyed by buildings or villagers. The stump provides no vision blocking until the tree regrows.
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Regrowth Cycle: A new tree grows from the stump after 10 minutes. This period shouldn’t be too short, to keep it feeling natural. Maps have plenty of sparse forests, so players can distribute small groups of villagers across them for slow, infinite wood gathering.
Advantage of this system: Vision blocking in sparse forests would remain permanently, giving players more opportunities to ambush armies there (since they can no longer build Outposts deep inside for vision—though they could still build them on the forest’s edge for partial vision).
Proposal 2
This one is more complex but could be superior.
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In dense forests, after a tree is chopped into a stump (if the stump is not cleared and no unit is standing on it), there is a chance for a new tree to regrow after 30 minutes.
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However, if a tree regrows, any tree immediately adjacent to it cannot regrow.
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The intended effect is that dense forests gradually become sparse forests in the late game. Since the new trees follow sparse forest rules, units inside won’t get trapped.
This approach preserves strategic depth while solving the late-game wood scarcity problem.
