I highly doubt it. It'd be cool if soft grassy terrain went muddier over the course of the game though, perhaps turning into a WW1-style mudbath if it got enough bombardment.
Not to mention grass and bushes would be nice to add more life. Some simple 2d sprite grass shouldn take too much performance.
Internal Log, RecordDate 104, Year 102.10: The trees are on fire. We scorched the earth to prevent any additional resources being scavenged by the oppressor's forces as we conceded ground as a result of inadequate combat performance. ShardNet reports that allied forces are losing ground across the whole theatre. This unit hopes that despite such losses, ShardCommand can bring some benefit out of the situation. Certainly, ShardCommand has achieved such victories before. Internal Log, RecordDate 105, Year 102.10: The trees are gone; burnt. A satisfactory operation despite the parameters being negative in their setting. This unit dislikes the loss of aesthetic appeal. Perhaps planting new trees would suffice, if this conflict was to be resolved. Addendum: this unit has been informed that trees can take up to 0.40 Year units to grow to maturity. The conclusion is that this effort would be a waste of this unit's time.
Semi-permanent trails from walking dox and rolling tanks would be a neat addition. But I think better wreckage should be prioritized over this since it not only adds more flavor but creates gameplay obstacles.
i like the idea imagine your dox fighting close range in a destroyed battlefield full of mud in a wild and brutal war Something like this?
Well so long as the deep, impassible water filled craters were sufficiently wide, it wouldn't pose pathfinding much different from a Desert biome. They'd just splash their way over the smaller puddles - no need to worry about getting wet and cold.