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Snappykins

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So with the Auto Explore feature, I would suggest that they would explore at the start of the round rather than the end OR if they pick something up, we should have the chance to alter any happenings that the pickup may have done.

This is because they could potentially pick up resources that complete units/buildings/research, or even cosmite that could be used on the current turn to upgrade units. Or even rush produce something. But the game is programmed to auto end afaik, wasting a turn to set things into motion.
 
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Hamster1810

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So with the Auto Explore feature, I would suggest that they would explore at the start of the round rather than the end OR if they pick something up, we should have the chance to alter any happenings that the pickup may have done.

This is because they could potentially pick up resources that complete units/buildings/research, or even cosmite that could be used on the current turn to upgrade units. Or even rush produce something. But the game is programmed to auto end afaik, wasting a turn to set things into motion.

My personal experience, if my scout picked up construction stacks that complete current turn bulding/recruiting..ie, there would be a panel asking if I really want to finish my turn. Maybe you turn that panel off?
 

Snappykins

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My personal experience, if my scout picked up construction stacks that complete current turn bulding/recruiting..ie, there would be a panel asking if I really want to finish my turn. Maybe you turn that panel off?

It maybe does for construction but with the other types of resources that are technically acquired +1 round later.

Basically Auto-Explore is initiatiated on "End Round" so both visual exploration and resource gathering is for the following round (for most resources gained)

Energy = I could rush a unit/building or build, or queue something up, maybe even pay for an additional hero. Maybe some unit/hero mods?
Cosmite = I could upgrade a unit on the current turn in preparation for the next, rather than the next round in prep for the round after that.
Influence = I could use this for diplomacy in the current turn, or buy a mod/unit from a friendly NPC faction.

I think mechanics allow you to return to the current round if you if the production resources have finished a construction (as you have confirmed), or chosen a unit to join (not too sure about if you choose a mod). Or possibly even research completions.

I think there needs to be an option for either.
  • Deactivate End-Turn if additional resources have been gained, so you have the option to use the resources in the current turn, rather than the following turn.
  • Auto-Explore at the start of the round. So you have all assumed additional resources for the turn in play.
I'll post some form of case study as I play a new scenario (as I've just finished my latest one)
 

Hamster1810

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Thats a fair idea, alright. Though I dont find it necessary cuz I dont often use explorers for "picking up res".

Auto-explore mean litterally "Explore the world map", I use 2 scouts for this reason as most. Only when I need to reveal the map... at the state I need to finish the game with many res stacked up already.
Explore the world too soon bring me more troubles than the res picked up:
- Synthesis enemies sabotage your economy, reputations, relations
- Unneeded NPC factions that keep asking for my res... or they would declare war on me.
- Waste your scouts for nothing if they got atked by Marauders.

So... for every reasons you have, I have a better solution: "Dont use auto-explore".
- First, manoeuvre your scouts give better informations with better chance for picking your required resources instead random.
- 2nd, Scouts can be used in battles just fine. They often provide with more useful abilities than just letting them wandering the map.

Yes, when I have stronger forces I will let the scouts go auto-explore... without worrying about what things they might encounter.