Pook
Bloviating
I want to overhaul the way ships explore the seas.
I looked through the current topic and thread lists and didn't see anything close, so I'm starting a new thread.
As I understand the current method of sea movement & exploring, I envision my advisors telling me:
"Sire, in the last 5-50 years (one turn), our voyagers have traveled another 1200-1600 kilometers (3-4 tiles). One group of galleys has found only open ocean but we still have contact with them, another group has perished 1600 km from shore without finding new land, and a third group is continuing up the coast, but has only traveled 1600 km in several years."
Problems: 1) There is no way to duplicate the Phoenicians circumnavigating Africa around 700 BC, the Romans doing the same a few hundred years later, Polynesians traveling thousands of kilometers across the Pacific, Columbus traveling across the Atlantic and back again in under a year, and Magellan's crew traveling around the world in a few years.
2) There is the "cell phone" capability that rcoutme mentioned in the "climatic and distance effects" thread. You as a player know exactly where your far-flung expeditions are at any given moment, and you know exactly where your explorers were lost in open ocean. In real life, you'd just count them as lost, not knowing what happened.
Proposed solution: A new unit to do long-range sea expeditions, and a new unit function for exploration.
The New Unit: Since Explorer is already taken as a land unit, we could call it an Expedition/ Discoverer/ Seafarer/ whatever. Cost would be similar to a galley, caravel, or galleon. It would have no combat capability, and would not have normal movement. Instead, it would have single-shot usage, similar to a cruise missile. After you built an Expedition, you would specify its "setting off point", which could be any known coastal tile which it could reach from the city where it was built. Then you would hit the new unit function to have it explore.
The New Exploration function would have two options:
A) Follow a coastline- unit follows a known coastline in a clockwise or counter(anti)-clockwise fashion. When it circumnavigates a land mass or reaches a pole, it returns.
B) Open seas- Pick a cardinal direction (W, NW, etc) for the unit to travel. If it finds land, it travels around it in a clockwise or counter(anti)-clockwise direction until it circumnavigates or reaches a pole, then returns home.
There would be a chance of the entire expedition being lost, with seafaring civs having a lower risk of this happening. The risk would increase depending on how many tiles of open ocean the Expedition had to cross.
For either option, you could specify in advance what to do when encountering new civs or barbarians. Either keep going with an increased chance of loss, or "Run away!" and come back immediately with a report of what they found.
After you as a player sent an expedition, the game would tell you that either the expedition had found new lands and peoples and show you the map, or tell you that the expedition was lost (you wouldn't know where it was lost or why).
Drawbacks: 1) I'm no big fan of automation either- I never use city governors, the current auto-explore, or automated workers because I know I can manage a city better than they can. However, I don't see a better way to do long-range exploration while still keeping you as a player in the dark about lost/failed expeditions.
2) It would not have giant death robots.
Comments?
I looked through the current topic and thread lists and didn't see anything close, so I'm starting a new thread.
As I understand the current method of sea movement & exploring, I envision my advisors telling me:
"Sire, in the last 5-50 years (one turn), our voyagers have traveled another 1200-1600 kilometers (3-4 tiles). One group of galleys has found only open ocean but we still have contact with them, another group has perished 1600 km from shore without finding new land, and a third group is continuing up the coast, but has only traveled 1600 km in several years."
Problems: 1) There is no way to duplicate the Phoenicians circumnavigating Africa around 700 BC, the Romans doing the same a few hundred years later, Polynesians traveling thousands of kilometers across the Pacific, Columbus traveling across the Atlantic and back again in under a year, and Magellan's crew traveling around the world in a few years.
2) There is the "cell phone" capability that rcoutme mentioned in the "climatic and distance effects" thread. You as a player know exactly where your far-flung expeditions are at any given moment, and you know exactly where your explorers were lost in open ocean. In real life, you'd just count them as lost, not knowing what happened.
Proposed solution: A new unit to do long-range sea expeditions, and a new unit function for exploration.
The New Unit: Since Explorer is already taken as a land unit, we could call it an Expedition/ Discoverer/ Seafarer/ whatever. Cost would be similar to a galley, caravel, or galleon. It would have no combat capability, and would not have normal movement. Instead, it would have single-shot usage, similar to a cruise missile. After you built an Expedition, you would specify its "setting off point", which could be any known coastal tile which it could reach from the city where it was built. Then you would hit the new unit function to have it explore.
The New Exploration function would have two options:
A) Follow a coastline- unit follows a known coastline in a clockwise or counter(anti)-clockwise fashion. When it circumnavigates a land mass or reaches a pole, it returns.
B) Open seas- Pick a cardinal direction (W, NW, etc) for the unit to travel. If it finds land, it travels around it in a clockwise or counter(anti)-clockwise direction until it circumnavigates or reaches a pole, then returns home.
There would be a chance of the entire expedition being lost, with seafaring civs having a lower risk of this happening. The risk would increase depending on how many tiles of open ocean the Expedition had to cross.
For either option, you could specify in advance what to do when encountering new civs or barbarians. Either keep going with an increased chance of loss, or "Run away!" and come back immediately with a report of what they found.
After you as a player sent an expedition, the game would tell you that either the expedition had found new lands and peoples and show you the map, or tell you that the expedition was lost (you wouldn't know where it was lost or why).
Drawbacks: 1) I'm no big fan of automation either- I never use city governors, the current auto-explore, or automated workers because I know I can manage a city better than they can. However, I don't see a better way to do long-range exploration while still keeping you as a player in the dark about lost/failed expeditions.
2) It would not have giant death robots.
Comments?