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AU Mod: The Explorer

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  • #46
    In my game, I gave them the ability to build roads, outposts, and colonies. (Just my thoughts)
    "The greatest and noblest pleasure which men can have in this world is to discover new truths; and the next is to shake off old prejudices." - Frederick II

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    • #47
      New Change (from stock): Scouts and Explorers are airliftable, but may NOT pillage.

      (edit:typo)
      Last edited by Jaybe; April 25, 2004, 17:38.

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      • #48
        What are you using scouts and explorers for after you have Flight?
        So if you meet me have some courtesy, have some sympathy and some taste
        Use all your well-learned politesse, or I'll lay your soul to waste

        Re-Organisation of remaining C3C PBEMS

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        • #49
          Originally posted by Aqualung71
          What are you using scouts and explorers for after you have Flight?
          Without pillage ability? Not much, but they are still a source of recon if your fighters are not there. There are also applications during peace.
          How is a group of 1-200 people without heavy weapons going to cower the countryside's inhabitants enough to let them pillage their farms and industries?? It doesn't make sense, and I cannot believe I didn't see it years sooner. (Besides, have you EVER seen the AI even USE, much less pillage with, an explorer (Conquistador excluded))?

          That however, will soon change. The main function of the explorer is to "explore" -- to seek out new civilizations, the lay of the land. If you are looking for a semi-historical feel (such as in the Rhye's of Civ mod) explorers STILL have too much movement, and is being reduced to ONE, still all terrain as roads.

          ... and if 6 tiles is too much in a 170x170 map, (nudge, nudge).

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