Regions/areas and victory conditions
I was thinking about different resources and wondered about how big they can be, a single tile, 2x2 tiles, how about if some resources are presented as regions, say a 5x20 area or larger in shapes defined by the contours of the environment. Breaking up the world into magic rich areas, fertile grounds or more interesting ideas (wasteland, toxic, plague ridden, draining, corrupt). The difference would be that you'd either gain a benefit/penalty simply by controlling that region or would gain access to new buildings in that region.
My gripe is that now if you have a bit of 'fertile land' you have a single farm, it shouldn't be strange to see 3 farms next to each other if the land really is fertile... and some things should give you a benefit without building on them. "farmland" should give an empire wide boost to food if you control it and should be a large area, not a single spot that can be attacked/destroyed easily. But also some things would be interesting... picture a wasteland providing an empire wide penalty separating two empires, you wouldn't be pushing for cultural border expansion in that direction which would be an interesting buffer. Or perhaps you'd be more willing to spend essence if you found something useful, (therefore have seeing all but obvious region types unlockable with research as can be done now). It would be an interesting twist on culture victory if you had to control key regions on the map, a less aggressive victory condition encouraging fighting like with like, trying to spread culture into regions to block your control of them.
My only thought that's a little unique is a twist, imagine if you can see the boundry markings for regions and not (or even so far as never) what they are unless you control them or spy on them. During map creation you can divide up a map like the maps in say Dawn of War Dark crusade/soulstorm... then when playing if you control a region and find that it has no use at the moment, perhaps you could give it a use. Just like you can build a farm on a farm, lets say you own 5 10x10 regions on the map that are blank... maybe you could make something in them: necromancer's cropland (generates or allows increasingly powerful undead with regions controlled), griffin valley (mounts/troop bonus), fertile land (plain res boost to your races speciality), marshy (corrupt land to prevent the use by other races)...etc. The question then is if they are created temporarily or permenantly, passively by the controlling race or actively by overland magic spells, if they allow buildings or require buildings to function and how they can be changed by changes in ownership or with magic.
I'd like the extra level of tension around another race by thinking... "if I pushed my borders a little, I could turn his land into a patch of *insert region* and then be able to build a *thingy*" or equally "he has a lot of *thingys* if I spent essence there, then he would lose that region and wouldn't be able to attack me with any *thingys*".
I'd like to be able to say "don't try to take *my death valley* or else!/and i'll give you money?/and i wont try to take yours" or to be able to share the benefits of regions with allies (share or trade), imagine the power of a band of united necromancers spreading death into the valleys against an alliance of men healing the captured valleys. Maybe you would corrupt a region just before it gets taken to slow the enemy advance.
On victory conditions, a victory similar to the Twilight of the arnor's capture the crystals type victory could be done with less aggression and no annoying crystals if you have to control 'n' regions, these should be regions you'd otherwise not want. E.g. 'n' wastelands. Also that anything less than 'n' doesn't start the counter, eg settings of n=5 with 7 wastelands on the map, you'd need 5, 6 or 7 wastelands to win. 5 would start a countdown, 6 would shorten the countdown, 7 would end it. It'd play the same as twilight with n=1. One interesting twist would be a setting to make each player start on top of a critical region, so that victory by controlling the regions would require aggression or teamwork but not the absolute elimination of a single player. You could do the equivalent of becoming a vassal by giving up control of your key region.
Another possible use of this idea is to give some of your starting bonuses in the form of your starting region. If you play as "Ithkul" then your first region when you control one will be "Ithkul homeland" and therefore you'd want to protect your first city at all costs lest you lose your racial bonus. It could encourage steamrolling, but if the bonus were small it'd just be a nice trophy to remember your past conquests by.
Thoughts?