This is from the wikipedia page on the Belgian Congo:
"Britain was uneasy at French expansion and had a technical claim on the Congo via Lieutenant Cameron's 1873 expedition from Zanzibar to bring home Livingstone's body, but was reluctant to take on yet another expensive, unproductive colony."
This is an issue I've had with most if not all GSG. It's always more profitable to have a piece of land than to not have it while in reality, countries often decided against expanding for financial reasons. I believe there are many more examples of this such as the German empire being reluctant to establish colonies at first but decided to do it more for reasons of prestige rather than financial gain and I also believe the Portuguese colony of Ceuta was a financial drain which made the Portugal convinced that they needed to take Tangiers. There are probably many more examples of this but as far as I'm aware, this concept of an unprofitable colony is absent from all of the GSG's I've played.
How can a GSG successfully model this dynamic of a piece of land being unprofitable and give players incentive to be conscious of where to expand and where to not expand just like real life countries did?
"Britain was uneasy at French expansion and had a technical claim on the Congo via Lieutenant Cameron's 1873 expedition from Zanzibar to bring home Livingstone's body, but was reluctant to take on yet another expensive, unproductive colony."
This is an issue I've had with most if not all GSG. It's always more profitable to have a piece of land than to not have it while in reality, countries often decided against expanding for financial reasons. I believe there are many more examples of this such as the German empire being reluctant to establish colonies at first but decided to do it more for reasons of prestige rather than financial gain and I also believe the Portuguese colony of Ceuta was a financial drain which made the Portugal convinced that they needed to take Tangiers. There are probably many more examples of this but as far as I'm aware, this concept of an unprofitable colony is absent from all of the GSG's I've played.
How can a GSG successfully model this dynamic of a piece of land being unprofitable and give players incentive to be conscious of where to expand and where to not expand just like real life countries did?
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