For me exploring does become boring after the 1st games but if you don´t want an auto-explore button don´t use it. It is that simple!Why not automate everything and slowly become the AI
For me exploring does become boring after the 1st games but if you don´t want an auto-explore button don´t use it. It is that simple!Why not automate everything and slowly become the AI
But would that be fun in a strategy game, though? Sending explorations out and then banking on RNG for them to not only return at all but also find what you were looking for doesn't sound very fun or good from an actual gameplay perspective, in my opinion.
Generals live on land - if their armies are beaten, they've still something to walk on. Admirals live on ships - if their ships are sunk, they need to swim, and swimming is a quite exhaustive task.Well, you could always patrol with your explorer, that discovers provinces very simply. Its also strange that explorers get killed but generals don't.
In a strategy game so focused on historical plausibility, yes. Exploring was a dangerous and uncertain business.But would that be fun in a strategy game, though?
In a strategy game so focused on historical plausibility, yes. Exploring was a dangerous and uncertain business.
((Look at Spain and Columbus: Isabella had both the luck that Columbus was wrong (the trade route Columbus hoped to find was neither controllable nor profitable at the time) and that he found rich lands owned by people with grossly inferior military capabilities.))
I think he means if there is a general in charge of troops aboard the fleet that sunk the admiral/explorer always dies while the general/conquistador always swims to shore.Generals live on land - if their armies are beaten, they've still something to walk on. Admirals live on ships - if their ships are sunk, they need to swim, and swimming is a quite exhaustive task.
I think he means if there is a general in charge of troops aboard the fleet that sunk the admiral/explorer always dies while the general/conquistador always swims to shore.
But would that be fun in a strategy game, though? Sending explorations out and then banking on RNG for them to not only return at all but also find what you were looking for doesn't sound very fun or good from an actual gameplay perspective, in my opinion.
I think it'd be cool if explorers were more like missionaries. Click on a province, send explorer, slowly builds up to 100%, province discovered. Could have +% ideas, +1 explorer etc
I'd prefer that as well. It'd be more realistic to how nations actually funded expeditions, and remove the dull micromanagement that current exploration entails.
Basically, divide up the unexplored area into regions (like "Western coast of Africa"). Clicking on a region displays a window similar to the colonization window for provinces, with a cost, time, and chance of success. If you send an explorer and he succeeds, the entire region is revealed and neighboring regions can be selected.
Some random events could also be included for some regions, giving things like trade power boosts, relationship +- modifiers with the newly met nations, etc.
I'd find that a lot more interesting/fun than monotonously sending a boat back and forth to the next grey chunk.
But would that be fun in a strategy game, though? Sending explorations out and then banking on RNG for them to not only return at all but also find what you were looking for doesn't sound very fun or good from an actual gameplay perspective, in my opinion.
In a strategy game so focused on historical plausibility, yes. Exploring was a dangerous and uncertain business.
((Look at Spain and Columbus: Isabella had both the luck that Columbus was wrong (the trade route Columbus hoped to find was neither controllable nor profitable at the time) and that he found rich lands owned by people with grossly inferior military capabilities.))
I'd prefer that as well. It'd be more realistic to how nations actually funded expeditions, and remove the dull micromanagement that current exploration entails.
Basically, divide up the unexplored area into regions (like "Western coast of Africa"). Clicking on a region displays a window similar to the colonization window for provinces, with a cost, time, and chance of success. If you send an explorer and he succeeds, the entire region is revealed and neighboring regions can be selected.
Some random events could also be included for some regions, giving things like trade power boosts, relationship +- modifiers with the newly met nations, etc.
I'd find that a lot more interesting/fun than monotonously sending a boat back and forth to the next grey chunk.
A simple solution would be to not kill the explorer if the boat sinks. Then I'd just have 10 ships lined up for exploration and shift queue one at a time.