exploring the map--strategies and tactics

nsomniyak

Chieftain
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Oct 29, 2004
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I'd like to get a discussion going about what long term strategies and turn-by-turn tactics you all have found to work best in exploring the map.

I'll prime the pump with some comments.

Obviously, information is power, and the only thing worse than bad recon is no recon. Those said, how do you go about exploring the map? What rules of thunb do you apply?

Some of my thoughts, in a rather random order:

Early on, I want to expand, expand, expand. I want EVERY goody hut, and I want to find good city sites. Lots of them. Frankly, even mediocre ones will do, since my cities stay rather small. I build warriors and send them out, because they are available immediately. They find some huts and units that can explore either more durably (Archers) or fast (Horsemen). Does anyone see a value in WAITING until you an explore with better units?

Do you produce Horsemen early on for exploration purposes? Do you ever research Horseback Riding or just (like me) assume it will come to me somehow before not having it causes pain?

Although I prefer to build Settlers first befores Triremes, and have them irrigate or build roads while whatiing for a ship to get them off my original island, I still often find myself exploring a foreign coast with an unoccupied trireme. I generally keep exploring, as these triremes sometimes find other ciovs (though they can not "make contact") and will discover good city sites and coastal goody huts that I target for return voyages. On the other hand, there is an opportunity cost in having these vessels not constantly engaged in Trade or immediate conquest.

I like sending out an exploratory trireme with at least one unit in it. Preferably a two-move unit like a diplomat, horseman, elephant or crusader. EVERY turn that this trireme spends near land I send my two-move unit off on a quick "make landfall and get back" mission, to explore some inland square "for free". Sometimes they find a city, or evidence of one (fort, road, mine, etc.). I always try to make contact in these cases--do you? Sometimes they discover a goody hut two squares inland.

Do you have an "exploration partern" you follow for some particular objective? At various times, I have done"move to reveal the most terrain", or "delineate the coastline" (presuming that interior space is mine eventually, and revealing coastal bonuses such as fish or whales, plus building me a map that lets me know wheter there is ANY land visible a square away from my island/continent or whether I NEED Lighthouse to confidently expand without loss--that knowledge is worth a LOT).

Does your explore pattern vary based on what unit you are exploring with? One thing that I do is based on whether I have a two-move unit or a one-move unit. One-move units like Archers and Warriors move to the terrain square offering the best defense unless there is a hut to snag (since they can only move one anyway), while two-move units like Horseman and Chariots and Elephants always take their first exploratory move onto flat land, from which they will at least have a chance at taking their second move.

Once in a while I build an explorer. In general, they come too late--I know my surroundings and can either use diplomacy to see another civ's map of be strong enough to simply not care about them. Under what conditions do you build and use explorers?

I often find myself with Diplomats on my frontiers. Do you? Do you explore with them, accepting the occasional loss, or are they too valuable, especially early on, to risk in exploration.

What about exploring with Settlers? Therse are really valuable, especially early on, but I do find myself with frontier cities producing Settlers that have a choice of either turning inward to build roads or irrigate or going out, without advance recon, to "settle the black spots". My bias is to accept the rish, continue to push out, and explore with a Settler on the frontier if need be. I also send out Settlers in triremes that don't have a known destination in mind when I need to expand early on. To paraphrase the immortal words of Manny Sanguilllen, "you gotta get off de island, mon".

At some point I send off Admiral Byrd or Peary (although they may be elephants and not explorers!), to circumnavigate the map along the north or south edge. There are generally one or two huts on each of the north/south border rows. Crummy city sites, but often free units or money, and valuable geography info, and sometime I pick up a settler I can deposit elsewhere.

Obviously, you learn to read the coastlines, and can take a pretty good but not perfect guess regarding what is a peninsula, an ithsmus, or an island. Any AHAs here?

Do you immediately grab each goody hut you find? Time is money, and assuming finding a city, or settler, or technology is good, finding it sooner is better. Or do you wait to take it with a more powerful (in case of barbs) or tw-move (that can attack barbs before thy ataack me) unit?

Sooooo--who else has tips or rules of thumb they use regarding exploring, especially in the early game?
 
I generally dislike sending out ships before Galleons or Transports, because of the unhappiness factor. :wallbash:

I do build a warrior or two to explore land. I don't usually build horsemen or chariots, since I am building settlers. But if I get one from a hut, I'll use him. Other than that, I have no real strategy for exploration. Just do it.
 
I found a city, then I build a warrior. The warrior goes one direction. I build another warrior to go the other direction. Any hut unit branches from the warrior and explore in another direction. After the first or second warrior, I build a settler to found on land I've explored. It's important to have at least one city with a coast. The founded city builds more warrior/horseman or settlers. It's like bacteria multipling. Cities just pop up wherever I want them to pop up.
 
I try to pop huts until I get at least one NONE unit. If it an archer, I will use it for defense and send out a warrior or two. In the best case scenario, I get a move=2 unit and it explores.

I usually do not do much with tiremes. A tireme based exploration strategy requires and a tech which is off the Alph>BW>CB>CoL>Mon path I try to follow. By contrast, if I reseach Curr>Trade next (Curr is not available after Mon, I take maps, start the Lighthouse and switch to MPE when I get Trade), I can build MPE which allows me to rapidly 'explore' by trading maps. Tiremes are insufferably slow by comparison, unless you build the Lighthouse, but that by itself costs as much as MPE and I still have to build the boats and wait for them to explore the world... three spaces at a time!
 
I guess I don't want to WAIT until I have Lighthouse or MPE to explore if I am stuck on a small island. If I can see ANY coastline one square away after outlining my island, I go fot it. I will often bounce my trireme offshore in a zig-zag pattern around my island, ending up near shore, just to see if I have a possible expanison are TWO water squares away.

Sometimes the direction from which another civ lands on my continent early on can also tip me to which way I should sail, though this can be dangerous as the AI's triremes are not subject to sinking out of sight of land. Still, knowing which way they came from helps me find out which way to go.

I also don't necessarily give other civs enough tech early on to get their maps. Their ignorance is my bliss, especially during the early wondres race.
 
All you need to do is give them map making, and if they are on good enough terms they can trade maps. No civ can trade maps without map making.
 
Good point - if you give them Map Making, then they can trade maps. However, Map Making is one of the technologies I guard pretty jealously, as it fundamentally changes the other civ and its ability to project power and expand to colonize the world. I certainly would not give it away until I was prepared to use the info the new map gave me--triremes built and loaded with caravans targeted for foreign destinations.

If I am on a relatively small island or continent, I assume that is characteristic of the map and that other civs are in the same situation. In this case I want to find them before they find me and will not give away Map Making.

There are other technologies I am very reluctant to trade or give away -
Trade - offers other civ a huge economic boost, plus I want to get MPE
Monarchy - economic boost and cities pricier to bribe
Steam Engine - I want my ironclads unopposed
Masonry - I like opposing cities without walls
Feudalism - I usually mount a Crusader-led attack at some point, which will suffer far fewer losses if the AI can not defend with Pikemen
wonder techs (until I have built the wonder, or at least have enough of a head start producing it that I now I will win the race) - Invention, Monotheism, etc.
 
The only techs I guard jelously these days are what nsomniyak ('yak to his friends ;) ) dubbed wonder techs. Otherwise, I figure that I will end up gifting them anyway. A good point about map making, though. Since the AI tiremes are not subject to sinking, getting them is a bigger advantage for them than for me.

The thing which rocks about MPE is that early in the game you do not need to trade much for the maps. Even a little bit later in the game and you will need to gift 2 or more techs for each map.
 
On the other hand, early map trades tells you a lot about how the other civs are developing, whether there is another civ on your continent, how close or far away they are, and whether any two civs share the same rock (which matters a lot when you are going for long-term alliances). Getting the allies set up early is much easier before they contact each other naturally (and immediately declare war on each other, thus demanding that you do too). Also early maps permits earlier and straighter paths for caravan deliveries and better selection of destinations. Plus the AI tends to build individual ships and send them out for "exploration" (despite knowing the map anyway), which often allows early bribing far from home. Most of my games are OCC or EL, where trade, diplomacy and peace are paramount, so early Map trades are preferred. If I was planning an EC I might be more cautious about Maps, but the early Map trade would probably still give me more vital info that would outweigh the other considerations.

Regarding the tech gifts, here are a few that lead to AI pacification and better trade payoffs: Republic, Ceremonial Burial, Currency, Literacy, Philosophy, Mysticism, Banking, Construction, Sanitation. Try to avoid giving Monarchy, but there are often one or two AI civs that refuse to switch from Despotism to Republic, so if you need better trade payoffs consider giving them Monarchy when your STC gets ramped up.

Regarding wonder techs, once you have all the shields you need to build the wonder (like when you are cashing in caravans) you can often do some great trades with the tech at the end of your turn. The next turn, when the wonder is announced, the value of the tech seems to go down.
 
I don't have much of a problem giving trade away once I build MPE, because the computer is not very good with caravans anyway.
 
Thanks Elephant. I will try the last-minute trade of wonder techs before completing the wonder. Makes sense that would be a time for premium value.
 
Prof Gar - correct, the AI does not really do a good job with its caravans. However, an AI opponent with Trade is better financed and better able to rush-complete additional defenders (or Walls or Barracks) when I attack. I suppose I could give them Trade, keep them bottled up on their continent with a naval blockade, let them trade internally/domestically, and then "farm" the cities for cash -- looking to get a share of a larger treasury each time I conquer a city.
 
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