Ancient Exploration?

Patricius

Dominus de Bellum
Joined
Dec 2, 2005
Messages
152
Location
California
Hi,

I have absolutely no idea how to mod any python files or anything like it so I don't think i could do this by myelf; i would need to see if someone think this could be cool and then make it themselves. I was thinking about realism and Civ and where they are in conjunction with each other and when they are seperated in order to achieve better play.

Well anyway the idea of the mod is to make all undiscovered squares impassable for the early part of the game, reflecting the fact that in real ancient history countries or civilizations didn't send out explorers, they expanded just by building cites on the edge of their borders or by conquering. In the mod only cities culture expansion would increase the line of sight and new setllers would have to build in squares discovered by this, which in turn would expand the vision, ect. Only later in the game would an explorer unit come along and perhaps it would only last a certain amount of turns before it disbanded, (reflecting financing an exploration and the huge costs the countries went through in the middle ages to do this.)

These changes would effect the gameplay dramatically (Rome in it height wouldnn't have knowledge of all of asia for example, just because it sent out a scout in the beggining.) The only real effect of this mod would be to increase realism in my opinion.

Anyway in all me long ramblings if anyone gets what i'm saying, please tell me what you think. I realize its kind of a crazy idea but it could increase the fun factor and the importance of "The Age of Exploration", which would not start at 4000 B.C. , but more like 1400 A.D.

Patricius
 
Something like Europa Universalis? The way terra incognita worked? I understand, and think it would be interesting if you could not explore to far before discovering paper and optics.

edit: but... Carthaginians did sail around Africa, so I'd limit this to land exploration only, while not applying the same principle for galleys.
 
Anima Croatorum said:
Something like Europa Universalis? The way terra incognita worked? I understand, and think it would be interesting if you could not explore to far before discovering paper and optics.

edit: but... Carthaginians did sail around Africa, so I'd limit this to land exploration only, while not applying the same principle for galleys.

Did anyone else, though? If the possibility of exploration was removed, a galley capable of exploration could be the Carthaginian UU (if carthage was included in the civs, which it isn't).

It's an interesting idea, but I think I like it the way it is. I enjoy being able to explore in the early game.
 
But I bet Massilia could be seen from some of the Italian penninsula greek cities which in turn could be seen from Greece. That still follows the same idea.

However you are totally right about the Carthiginians. Maybe they could have that UU but it would fairly expensive and would disband after a liimited time.

I also like to explore in the early game but I think that exploration could in fact be increased in fun if it was harder to do and the explorations would reveal fully formed new civs.

Patricius
 
The Egyptians also did a fair amount of exploring, but I'm not sure if it was only by boat as well. The Phoenecians as well explored the sea and settled colonies a long distance from each other.
 
Patricius said:
Well anyway the idea of the mod is to make all undiscovered squares impassable for the early part of the game, reflecting the fact that in real ancient history countries or civilizations didn't send out explorers, they expanded just by building cites on the edge of their borders or by conquering. In the mod only cities culture expansion would increase the line of sight and new setllers would have to build in squares discovered by this, which in turn would expand the vision, ect.

Patricius

I think (meaning I'm hoping) that it'll be possible to simply limit the distance a unit can move from any city, and then have a tech remove that limit. The distance limit would be traced from ANY city, yours or the AI's. This would, I believe, achieve the effect you're looking for while hopefully being easier to implement ...

Best,

Oz
 
You might be able to change the 'Healing rate' such that it is negative in neutral territory (and make Medic not available to pre-gunpowder units)? If so, units outside of cultural borders would eventually die.
 
You might be able to change the 'Healing rate' such that it is negative in neutral territory (and make Medic not available to pre-gunpowder units)? If so, units outside of cultural borders would eventually die.

I think (meaning I'm hoping) that it'll be possible to simply limit the distance a unit can move from any city, and then have a tech remove that limit. The distance limit would be traced from ANY city, yours or the AI's. This would, I believe, achieve the effect you're looking for while hopefully being easier to implement ...

I think those are both really good ideas. If you guys know a simple way for me to do either one of those i would appreciate it. I wouldn't want this to be all the time, just some games to try it out.

Thank you,
sincerely,
Patricius
 
There is a penalty cost for each unit outside national territory, with the first few units free. If this cost is raised, early exploration will be discouraged. Exploration by sea should be encouraged by raising the movement rate of ships.
 
Interesting idea. I am planning to try to reflect ancient exploration a bit more accurately. I am making desert, ice, and possibly jungle impassable to all unmounted units except workers (and scouts?) until riflemen and I have also increased the movement cost of desert and ice. I think this will necessitate that people take to the seas to explore. Thus, it's also impossible to settle on these spaces, which is fine by me. Makes no sense to build a city in the middle of a desert. Finally, I'm using the Tectonics map generator which tends to generate clusters of mountain and desert so that these restrictions actually slow down expansion and keep certain areas separate from others, acting like seas. I'll let you know how the testing goes.
 
I have delayed the Scout to Mathematics and the Explorer to Astronomy. This successfully delays early exploration. As an offset, I allowed them to enter rival territory.
 
I agree wholeheartedly with the OP. I have yet to find any good way to limit early exploration.

Does anyone know how to increase the penalty for units away from home so that you pay a penalty for every unit?

I like the concept of no unit allowed more than a few spaces away from your territory until certain techs are discovered. Anyone know if this is even possible?
 
Back
Top Bottom