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The importance of Exploration

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  • The importance of Exploration

    Don't remember if this has been touched on much but when reading about Colonies (and their discovery of resources), I am reminded of one of my favorite aspects of Civ-type games (Civ2, CNW, Imp2, etc.) - EXPLORATION. It's not just revealing new terrain (and specials) from an unknown area, but in stumbling across exciting and unique bonuses that could help you in various ways. I remember in playing the World of Jules Verne scenario and how exciting it was to discover the Cataracts of the Nile, or in playing CNW and coming across a War Temple. I think several other Civ2 scenarios touched on this (like perhaps Sacrificial Blood) and I would love for Civ3 to have this element of surprise as well, particularly in remote areas of a map.

  • #2
    +Research

    Research rate should increase when you explore more.
    Exploring more will allow you to envelop more people into your country and thus increase the flow of ideas and add speed to your research rate.
    -->Visit CGN!
    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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    • #3
      Re: +Research

      Originally posted by DarkCloud
      Research rate should increase when you explore more.
      Exploring more will allow you to envelop more people into your country and thus increase the flow of ideas and add speed to your research rate.
      Enveloping more peoples? That mean's conquering cities, exploring more territory just means you see more. I like it the way it is, research is dependent on trade (Civ2 name), whether within your borders, or with outside cultures. Having increased diplomacy and goods trading with other civs increases the flow of ideas.

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      • #4
        Steve,

        I too enjoyed the surprises of the Jules Verne sceniro, and CNW. It helps keep things interesting and replayable.

        Two points to consider though.
        1) Explore bonuses may provide a too bigger advantage...(though you should be rewarded for exploring...)
        2) As some resources won't be revealed untill certain techs are discovered, we should have pleasant surprises (or frightening shocks).

        On the whole, I am undecided on the matter.
        "Giving money and power to government is like giving whiskey and car keys to teenage boys."
        --P.J. O'Rourke

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        • #5
          I believe the huts represented the benefits of exploring. i would however like to be able to find natural wonders then be able to name them. also i think if you built a city near them you would get a trade bonus or something. i believe that finding victoria falls, or grand canyon or possibly ancient ruins such as ankor wat(sp) we add a lot of character to the game, and make it more injoyable.

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          • #6
            Originally posted by me_irate
            I believe the huts represented the benefits of exploring. i would however like to be able to find natural wonders then be able to name them. also i think if you built a city near them you would get a trade bonus or something. i believe that finding victoria falls, or grand canyon or possibly ancient ruins such as ankor wat(sp) we add a lot of character to the game, and make it more injoyable.
            Nice idea!

            I however think that the huts themselves should be downgraded somewhat (no free settlers or techs - the human player exploits these benefits far too efficiently, compared with the AI). Only money, horsemen (only), empty ruins or barbarians.

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            • #7
              what's CNW

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              • #8
                Sorry for the acronym. CNW is Interplay's Conquest of the New World, a superb combination of exploration, city-building, resource management and tactical conquests. When the first edition came out in 1997?, it got rave reviews (4.5-5 stars in many places) and was declared the best 4X game to date (far, far better than Colonization imo). When the Deluxe version came out, they added additional resources and special ones like the War Temple which gave a bonus to your forts and military units. I think one of the best thing about the game was its chessboard-like combat resolution, the best model I've seen to resolve combat of stacked units. However, for some reason, this game didn't take off market-wise.

                As far as its applicability to Civ3, the scale is a little different. You are building only a handful of cities in a limited area. But its exploration mechanisms and bonus/exploration points can be similar to a Civ-like game. Also, CNW's method of resolving combat between stacked units was brought up when we were putting The List together. But because of its scale, it would not be appropriate to include something like this in Civ3 because it would make the game last too long. In all, we were exploring the possibility of making Civ combat more robust than Civ2 but not to the extent of CNW. So...there you go.

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                • #9
                  'Only money, horsemen (only), empty ruins or barbarians'

                  That would take most of the incentive out of opening them. Your risk/reward would be dramatically reduced. This would make exploring less profitable. You might as well remove huts it you're going to do that.

                  RAH
                  It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                  RIP Tony Bogey & Baron O

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                  • #10
                    Not a lot of people live in the country, but the small percentage that do would contribute to your science. You would also meet more nomads, wanderers, and traders who bring ideas from other lands.
                    -->Visit CGN!
                    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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                    • #11
                      Conquest of the New World certainly did handle the exploration well and the combat method was also ingenious, particularly for raids where fighting them off too slowly would result in lost goods. The research was good for its limited scope as well. I was less impressed with the level of colony micromanagement (or the AI if you left it to them) and the sheer sprawl of colonies that would have the entire continent becoming one big suburb if you allowed the game to continue. The ability to find and name geographical features would be a nice bit of gloss to add to Civ 3.

                      The special resources seem so common that having "x's plains" or "Y's Peak" every four tiles would just look too crowded. Perhaps they should just be user placeable name tags with no special requirement. That would give people the chance to name a completely uninspiring hill "Monte Cassino" as a gentle reminder that they planned on making a fortification there. In multiplayer these tags should probably be invisible to the others (or configurable as visible/invisible).
                      To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                      H.Poincaré

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                      • #12
                        Originally posted by DarkCloud
                        Not a lot of people live in the country, but the small percentage that do would contribute to your science. You would also meet more nomads, wanderers, and traders who bring ideas from other lands.
                        Actually, up until the last century, the majority of people in the world were rural dwellers. The depopulating of the countryside is a very recent phenomenon. As such, exploration should "realistically" be beneficial to a civ. I like the ideas of discovering wonders and resources...
                        The first President of the first Apolyton Democracy Game (CivII, that is)

                        The gift of speech is given to many,
                        intelligence to few.

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                        • #13
                          How about a Feat of Wonder like in CTP 2 for the first Civs to explore a continent where you get a bonus for 25 turns.

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                          • #14
                            I think exploring the map is its own reward. You discover what's around you, the important resources(for the tech level you're at), find out about enemies, where to expand to, ideal city spots, key choke points, differentiate inland lake from open ocean, etc... Information is power, and the info garnered from exploring is enough of a bonus if a player uses that info to plan their strategy. If the entire map was revealed to one player, all else being equal, that player would dominate completely, even without any other bonuses.

                            Thus, I don't favour any expanded bonuses. In the game, the major civs like you the human player are much further ahead of other civs and as such, the benefit derived from contact with the minor tribes around you should be almost negligible at the start. But as building roads boosts trade, that represents increasing your contact and trade with these minor peoples that invisibly populate the areas around your cities. If you want the trade (hence econ and research) bonus, you should have to build roads (representing trade routes, infrastructure, law&order, etc). Exploring in itself isn't enough for trade, you must develop. As above, exploring already has plenty of bonuses without trade bonuses.

                            One more thing, the huts tend to be too powerful as well. I played a nomad game recently and the huge army & cash & tech I amassed from huts ALONE completely demolished the opposition. This is really only useful in the early game when that extra archer doubles your army size and lets you wipe out a fledgling rival. Later on, an extra mech inf doesn't make too much difference when I've got 60 others. Huts should either be toned down, or a lot harder to find.
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                            • #15
                              Captain- I have never had anything good happen, besides the huts, when I explore- all I do is meet new enemies.

                              Exploring gifts the explorer with nothing but trouble.

                              That is why we need extra bonuses to give us reasons to explore.
                              -->Visit CGN!
                              -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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