megabearsfan
Prince
The archaeology system for BNW is a great addition to the game, and it goes a long way towards making the late-game more active for players. However, I still think that the process of building Archaeologists, sending them to antiquity sites, and collecting the the artifact is a bit too mechanical and lacks any sense of exploration or discovery.
I'm wondering if the system would be improved if antiquity sites were not automatically revealed upon researching Archaeology. Perhaps the Archaeologist unit itself should reveal any antiquity sites within its line of sight?
There's a few competing design elements here though:
a.) Needing to explore with Archaeologists in order to find antiquity sites adds more user activity to the game.
b.) Not automatically revealing antiquity sites is likely to discourage players who are not pursuing a culture victory from even building Archaeologists, since they are likely researching Archaeology and building Archaeologists later, and they may not want to invest in an Archaeologist if they don't even know if there are any sites left to excavate.
I'm thinking of a system in which standard antiquity sites within your borders are automatically revealed by the Archaeology technology. Antiquity sites outside of your borders must be revealed by the line of sight of an Archaeologist unit (thus requiring a round of late-game "exploring" in order to find antiquity sites). Similarly, when finishing the Exploration Policy Tree, all hidden antiquity sites within your borders are revealed, and all other hidden antiquity sites must be revealed by an Archaeologist unit.
Does this sound like it would be a reasonable system?
Furthermore, by including a mechanic in which Archaeology units can reveal antiquity sites, Firaxis could add mechanics whereby Archaeologists could find antiquity sites in the ocean. Shipwrecks (naval battle sites), sunken cities (near razed coastal cities), and maybe even a "Lost City of Atlantis" natural wonder (a mythical wonder similar to El Dorado and Fountain of Youth) could be among the sites that could show up in the ocean. This would give more relevance to thoroughly explore the oceans in the late game.
I'm wondering if the system would be improved if antiquity sites were not automatically revealed upon researching Archaeology. Perhaps the Archaeologist unit itself should reveal any antiquity sites within its line of sight?
There's a few competing design elements here though:
a.) Needing to explore with Archaeologists in order to find antiquity sites adds more user activity to the game.
b.) Not automatically revealing antiquity sites is likely to discourage players who are not pursuing a culture victory from even building Archaeologists, since they are likely researching Archaeology and building Archaeologists later, and they may not want to invest in an Archaeologist if they don't even know if there are any sites left to excavate.
I'm thinking of a system in which standard antiquity sites within your borders are automatically revealed by the Archaeology technology. Antiquity sites outside of your borders must be revealed by the line of sight of an Archaeologist unit (thus requiring a round of late-game "exploring" in order to find antiquity sites). Similarly, when finishing the Exploration Policy Tree, all hidden antiquity sites within your borders are revealed, and all other hidden antiquity sites must be revealed by an Archaeologist unit.
Does this sound like it would be a reasonable system?
Furthermore, by including a mechanic in which Archaeology units can reveal antiquity sites, Firaxis could add mechanics whereby Archaeologists could find antiquity sites in the ocean. Shipwrecks (naval battle sites), sunken cities (near razed coastal cities), and maybe even a "Lost City of Atlantis" natural wonder (a mythical wonder similar to El Dorado and Fountain of Youth) could be among the sites that could show up in the ocean. This would give more relevance to thoroughly explore the oceans in the late game.