i was gonna post something here, but then i realized it stupid arguing on these forums, everyone is dead set in their ideas with no willingness for change.
Since when? I don't see many challenging core beliefs cropping up anywhere
meh, just i have yet to see someone actually accept a different opinion on a matter yet
anyways as a side note, read before posting people, i just read 7 pages of the same 10 ideas.
on the topic of good regions though, many widely stigmatized religions (i.e. paganism) are often outcasted by major religions due to believing that heaven is not truly 'good' and hell is not truly 'evil'.
many people are not taking savagery into account with their suggestions, benign evil regions aint that bad. savage good regions can be a living hell. though i believe someone made a suggestion about that reflecting in the features of good regions a few pages back.
Well I for one included savage good regions in my suggestion
. I think there are plenty of ways to make [GOOD] regions more challenging in a way that diverges from [EVIL] regions, and further ways that [SAVAGE][GOOD] can diverge from [SAVAGE][BENIGN] Benign should of course be peaceful, and probably the safest sort of palce to set up a fort. This can be accomplished bythings like faster growing plants and trees, peaceful wildlife, and helpful elves. Being a magical area however, forts that indulge in overhunting, overlogging, strip mining. elf murder, etc could suffer setbacks. being a benign region, these would best be served as passive ways of making the fort hardder to maintain. Plants would become bitter and nasty in taste to the dwarves, making them unhappy to eat them, animals would avoid the area. rain would not fall on the dwarves, elves would not trade, wood would splinter when worked, axes and picks would shatter when used, etc. Evil areas seem to be naturally adverse to the living, benign good areas should just encourage you to abandon, but only if your dwarves are behaving badly.
For savage good areas, there are other ways that this sort of thing can be dealt with. Faries playing tricks on you by stealing things, opening doors, confusing dwarves, putting them to sleep, kidnapping children etc seem like potential features. It could also be the case that the wildlife could be hostile, unlike in benign regions, with active predators.
In conclusion, I think that evil regions are pretty well implemented right now, but making [GOOD] regions simply more lethal is probably not the best solution, as it would not differentiate them much from evil regions, therefore I think they should be overall less lethal than good regions, but should have penalties for taking advantage of this trait, and should have their own unique challenges. A few scenarios:
Satyrs have arrived at the fortress! They have brought with them lots of alcohol, do you allow your dwarves to participate in their wild drinking, getting free alcohol in the process at the possible loss of productivity? Or do you raise the drawbridges and upset them?
Faries can be useful when invasion strikes, but do you want to put up with their pranks and baby snatching in exchange for it?
Trees are crowding out your farm plots. You could cut them down, but cut down too many and you might anger them! Rampaging ents could be a dire consequence to the overeager logger.
An elf has come to preach the virtues of a life at harmony with nature. Do you let him speak to your dwarves, possibly with the consequence of soem of them changing religion, becoming vegetarian, or even leaving to join the elven forest retreats? refusing or attacking him could lead to him letting out a horrible curse, changing various dwarves into trees and animals.
I think there are a lot of possible ways where they could be expanded, it's just a matter of defining the difference between [SAVAGE] [BENIGN] and normal good biomes.