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Sharples88

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Inspired by this thread: https://forum.paradoxplaza.com/foru...ovinces-all-woods.886951/page-2#post-20093951

So I was thinking, since we have a technology called "Land Clearance" at Tech 16, it has nothing put 10% Extra Production Efficiency, why not put something else there? I think that there should be a feature in the game (when the new DLC comes out) that we should be allowed to remove woodlands at the technology above, this would of course cost something in the game, for example removing wood-land would be a huge task, take years and a lot of money, you can also put bad events or rare good events when you decide that you want to remove woodlands at that technology. Say if hunters wanted to continue hunting in the wood-land provinces, but you're removing that, you can result in the progress of slowing down the deforestation or take a prestige/money hit, this of course is just an example of a bad event.

I also think we should be allowed to cultivate the land at the desired technology from Grass-land to Farm-lands. Of course it'd be the same as wood-land, albeit some things would be different with the events and such. We should only really restrict it to these two, since a lot of the terrain being cleared in the same is just near impossible for EU IVs time-line, we can also add marshes as another exception. I think it should go like this.

Wood-land --> Grassland --> Farm-lands

Grass-land --> Farm-land

Marshes --> Grass-land --> Farm-land

In order to prevent people with a ton of money who have saved up, every province they deforest/cultivate will make the cost go higher and higher, just like development, except you're sacrificing something for cheaper development and more buildings.
 
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krushka5

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I quite like the idea. I can see room for a ton of great events. It was land clearing in China that destroyed the great canal, pre industrial navies often required the exhaustion of woodland landscapes to fuel construction. It would also help simulate events on par with Frederick the Greats draining of the unproductive marshes of Brandenburg.

Could see such a feature being exploited if it was poorly implemented however, perhaps having a disaster mechanic implemented to prevent/punish excessive land clearing (except for marshes)
 

BrokenSky

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Having it as kind of like a mini-great project (a normal-sized-project if you will) on province would be cool. Possibly having cost of building ships reduced greatly by cutting down large swaths of land. Likewise having the capacity to plant forests on grassland would be good. (The New Forest comes to mind). Not on farmland though. Planting forests would take a very long time though. About 100 - 200 years perhaps.