Interesting to see the giddiness on display in recent posts in this thread regarding potential modifications to the Exploration model in EU II. I agree that it's a solid concept, but what about suggestions for the practical application of such modifications?
Blade!'s suggestion of a time delay sounds like it would require too large of an overhaul of the existing model to realistically expect implementation before EU II's projected release date.
Spruce's idea is very strong: give an Explorer (or any entity you want to use to explore) a general direction to explore in. This may be relatively (...) model-able by Paradox:
- Add an 'Expedition' options menu for any entity (Explorer/military party/naval detachment/etc) located either in a province that is sitting next to TI or a port province.
- In the menu, ask the user to select the number of TI provinces that the entity is being asked to 'uncover'. Have a ducat-ometer

reading right next to the requested number of provinces to uncover. Natch the ducat-ometer goes significantly higher for each extra requested province discovery (e.g. uncovering one province costs 100 ducats, uncovering 2 costs 250, uncovering 3 costs 600...only an example; I think the actual "cost curve" should be carefully weighted according to the revised economic model).
- Next, ask the user in which direction to send the Expedition. Maybe a small list (N S E W ?) could be a permanent part of the 'Expedition' menu, and only those directions applicable to the entity's map position could be available for selection (e.g. a Euro Expedition in Libya could only choose to go South). I concede that this may be tough to model.
- Last, ask the user which province OWNED BY THE USER the Expedition should return to. Again, maybe a small list of user-owned provinces closest to an Expedition's start point could be a part of the menu.
- When the user executes the Expedition's orders, the entity DISAPPEARS from the map view. At this point, the GUI should afford the player someplace to keep track of Expeditions (both current and completed). If an Expedition is unsuccessful, then the entity simply never returns after disappearing. After a given period (say, 5 or 10 years), the 'Expedition Tracker' places a "Presumed Lost" message next to unsuccessful Expeditions. If the Expedition is successful, then the Expedition reappears on the map heading towards the return province. Once it reaches its destination, the number of provinces requested are uncovered, presuming that the maps are on player-owned soil.
How hard would it be to implement such ideas into the sequel? Don't know...but this would be approaching a more realistic exploration model.