A new way of thinking of the infamous line in the sand concept or at least for 4x gaming.
Short Description:
Some game mechanics like specific spells in Elemental operate within the owner's nation only. Adding a contested cross border regional area/neutral zone territory split between two or more nations (probably a result of whatever the currently active close range war is) opens a whole new door in tbs 4x strategy to play with. The possibilities...
Not So Short:
Need an example? When Frogboy researched the spell teleport in his demo, one that would only operate within his own turf, it can now artificially be extended into the enemy's territory by Frogboy's claim encroaching over into his opponent's but only until the dispute is settled in peace. The trick is his opponent could teleport right on Frogboy in turn because both lines cross over. On the other hand it could be set for the opposite effect too. Maybe more research will be needed for next level?
Diplomacy rating could play a roll in automatically determining who gets what remote cross border land away from cities between states when a cease fire has been declared.
Capturing key strategic points like forts, roads, outposts and other non-city assets can extend your hold without a complete penalty to your opponent during wartime. Do I declare peace now walking away with more but lose some gained turf or keep pressing forward to his next city taking all?
Fringe mining colonies, townships and other settlements can defect during war before they are outside your borders depending on the defection rating.
Supply lines now effectively run on both sides of the street.
Another discussion topic for those zone of control threads.