Thunderbrd
C2C War Dog
We don't use FFH's spell system or have any structure in play anywhere like it. But I've proposed such a Great Prospector concept before (makes me wonder if those folks over there at FFH were reading my earlier suggestion actually ) though there's further thought put into that one. I don't think it'd be necessary in c2c to enforce no surrounding resources to the tile, but all in all, otherwise, I think everything about that proposal is SPOT ON!However, not the way great farmers work now. Mineral resources aren't plants and animals. You can't go out and choose to discover oil in this particular plot of land. The Orbis modmod for Fall from Heaven had a prospector type unit, which is what I'm thinking about. He could be sent out and randomly discover new resources. However, he had a chance of failing, or digging up an ancient demon or something (like Moria in LoTR). Probably not something for C2C, but he could instead trigger an earthquake or volcano, or cause a chemical spill that produces fallout or damages the land itself (lush>grassland>plains etc). Also, he could only use his ability when the square he was in and all surrounding squares were absent of resources of any sort. This prevented the map being literally covered in resources. I think the whole thing was done in python and utilised FFH's spell system.
The damages the land portion will have to wait for a previously mentioned project AIAndy had in mind that would set up tiles on a linear improvement-depletion hierarchy he was going to use for an improvement to Global Warming mechanics.
I actually think that it should probably make the nearby mineral resources MORE likely to be found (things travel in veins like that in the Earth) but I can also dig having the lesser discovered resources get some additional weight potential.
Eventually, I was thinking of adapting the Great Farmer, Great Prospector, and a couple others yet to come to design such as a Great Fisherman, Great Forester, etc... into the Great Person generation system (plot improvements would add GP pts too... the goal would be to make every possible allocation of a population earn GP pts - the plan includes most buildings having GP pts as well.) But all that is a bit off from development yet. That plan also includes a prerequisite that we find a way around the current limitation on the amount of specialist types we can use in the mod.
When I proposed the Prospector before, I got a response that suggested that it cannot be done in python right now because the method being employed by the farmer only allows one use for that method (and of course its already being taken up by the farmer.) This WOULD be something I could enable in the dll though so when I get closer to that project it will be on the list of to-do's.
Considering the negative outcome possibilities mentioned there, I may like to see this concept divided into a Great Prospector who doesn't have a chance to fail, and a simple Prospector unit that can be built rather than must be birthed, that has a much greater chance to fail and some chance of failing horribly.
Anyhow, we think alike it seems, as this is the second post from you today that has helped me to consider new details in future plans Well done!