While reading the latest "most useless unit" thread, I got thinking about how the much maligned Explorer could be improved while still keeping it as an explorer and not a military unit. Here's what I came up with:
Suggestion 1: Let it start with Sentry rather than Guerilla I and Woodsman I. This will make it useful as a spotter unit (although will also serve to cement its role as M.A.S.H Field Hospital.)
Suggestion 2: Let it start with Guerilla I and Woodsman I as now and allow it to attack barbarians (but not units from other civilizations.) This will allow it to pop guarded goody huts and to gather experience. Finally, give them an upgrade path towards some kind of Special Forces unit. Say, by way of Skirmishers (Available at rifling, gunpowder unit, strength 12, 25% base withdrawal chance, can't attack cities,) Guerilla (Strength 18, 2 moves, 25% base withdrawal, can pillage and move in the same turn, can not attack city) and finally Special Forces (Strength 30, 2 moves, 25% base withdrawal, starts with ambush and commando, can not attack cities.) All stats are for illustration purposes only. No resemblance to actual workable game stats, bugged or patched, intended.
Suggestion 3: If you're running Theocracy, explorers can be used as slightly inferior missionaries (say, with 80% of a missionary's probability for introducing a religion, or at 120% the cost in spy points.) Likewise, if you're running Police State, they can Sabotage Improvement and Sabotage Building as a slightly inferior spy. If you're running Mercantilism they can Steal Treasury; If you're running Free Speech they can Spread Culture. Use as a missionary consumes the unit, use as a spy will either destroy it or return it to the capital.
Suggestion 1: Let it start with Sentry rather than Guerilla I and Woodsman I. This will make it useful as a spotter unit (although will also serve to cement its role as M.A.S.H Field Hospital.)
Suggestion 2: Let it start with Guerilla I and Woodsman I as now and allow it to attack barbarians (but not units from other civilizations.) This will allow it to pop guarded goody huts and to gather experience. Finally, give them an upgrade path towards some kind of Special Forces unit. Say, by way of Skirmishers (Available at rifling, gunpowder unit, strength 12, 25% base withdrawal chance, can't attack cities,) Guerilla (Strength 18, 2 moves, 25% base withdrawal, can pillage and move in the same turn, can not attack city) and finally Special Forces (Strength 30, 2 moves, 25% base withdrawal, starts with ambush and commando, can not attack cities.) All stats are for illustration purposes only. No resemblance to actual workable game stats, bugged or patched, intended.
Suggestion 3: If you're running Theocracy, explorers can be used as slightly inferior missionaries (say, with 80% of a missionary's probability for introducing a religion, or at 120% the cost in spy points.) Likewise, if you're running Police State, they can Sabotage Improvement and Sabotage Building as a slightly inferior spy. If you're running Mercantilism they can Steal Treasury; If you're running Free Speech they can Spread Culture. Use as a missionary consumes the unit, use as a spy will either destroy it or return it to the capital.