So instead of income per turn being the peak of wc3 gaming, it is simply the easiest thing to do and copy from the other maps, which now has become synonymous with Risk, even maps that have nothing to do with Risk but that still use a Income per turn are categorised as Risk.
I am rather disappointed, I would have thought that this would have been some kind of Dawrwinism of mechanics, where everything has been tried and the income per turn is the most viable of all income mechanics.
Do you think another reason for this is to simplify the economy mechanics, and reduce harassability of workers?
I am very curious about how this became the absolute norm, where even very big projects from the biggest map makers use the same income per turn mechanics found in Risk.
At the end of the day we're playing Warcraft 3 here, so you're rather limited in what you can do or at least what your players should be expected to do.
You have the standard gold mine mechanic and you have triggers that can Add gold when some "Event" occurs. This Event is often time based, which makes sense for the "risk" style maps for reasons I mentioned earlier, although those were just my thoughts and opinions on the matter. Those maps can also reward gold for kills, destroying/capturing towers, and completing other objectives, so income can come from more than just a periodic event. But ALL maps are somewhat limited to the confines of Warcraft 3.
Also, I think another factor that comes into play here is the difficulty in trying to get new players to adopt your interesting mechanics. Using tried and true mechanics that people are familiar with is a safer bet since people will immediately know what to do. It makes sense to aim for this, at least when starting out, if you want your map to be popular.
From a creative standpoint, I agree that it's a shame to see a lack of new ideas, although I don't play enough Warcraft 3 to make this statement with confidence. Maybe the more creative maps just aren't as popular? Maybe these maps just need a little better advertising.
I remember there was a map called Desert of Exile back in the day that was a much more polished "DotA" which was well-thought-out, innovative, and crafted by skilled devs and artists. We're talking custom skins for every hero, a custom Condition (buff) system that all abilities adhered to, and unique items which often had downsides along with their perks - plus they could only be purchased with a unique resource that was earned from hero kills/conquering bases. Unfortunately, DotA's simplicity won in the end (I say with 10k hours of playtime in DotA 2, sometimes simple is good).