Merkava120
Oberleutnant
Here's an other idea how to prevent a nomadic start from exploring the whole world:
Your early units start with "Cannot reveal new tiles" feature, except for one: Tribe.
Tribe would have a line of sight higher than usual and 1. So you can move around your Tribe (default AI could be explore) and your other units could move only within its close proximity. Tribe could receive Xp based on what the other units are doing around it (like killing animals). It would have its on promotion tree, for example:
When finally receiving a certain tech it could fund a city and "normal game" starts.
- Wandering I-II-III: +1 range of sight
- Birth of a Forager: when chosen receive a Forager unit, then the promotion is removed
- Large Tribe: when settling a city, start at 2nd population level
- Ancient Lore: when settling a city, start at 2nd culture level
This is a really good idea. My nomadic start so far uses Mongol Camps from the database (I think originally by Bhuric, but I might be wrong) to do a similar thing.
But I had not considered the "cannot reveal new tiles" feature. That would certainly force units to stay near the camp/tribe.
It'd also be pretty easy to do through python, I think - just use a promotion, then under "canMoveTo" or whatever the equivalent is in EventManager.py, check if a unit has the 'Can't reveal tiles' promotion and prevent them from moving if the tile is unrevealed.