- Dec 14, 1999
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I imagine this is the case, when you explore a coastal sea area you discover the land that touches that sea? Like in eu4?
no, those are separate areas.
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I imagine this is the case, when you explore a coastal sea area you discover the land that touches that sea? Like in eu4?
We've already seen conventional "uncolonised" land in Finland, from the Russia tinto maps. Was that just a placeholder, or will non-European natives work differently from European ones?
Did you take this screenshot zoomed out, rotated it, and then cropped it to a rectangle? Or is turning the camera like this possible in-game?
Is it other countries on the same sub-continent as the explorer or on the same sub-continent as countries that know about the discovery?
For example: Portugal discovers the Caribbean. It spreads to Western Europe in both cases. But does it spread to Eastern Europe only once an Eastern European nation has discovered it themselves, or when an Eastern European nation has knowledge of the Caribbean through whatever other means are possible?
yes and yesI suppose for modding concerns, is there ability to grant specific area "maps" via effect? Or know whether or not a given area was explored as a condition?
I'm glad to see, that we can still send our 0/0/0 heir go find some "new land" and be very 'sad' when he does not return.
Will it be extremely difficult for Japan to explore americas via pacific due to winds?
The system works also for non-American exploration too? Like in South-East Asia, or the Mamluks recruiting a land explorer to go check the sources of the Nile?
Max repair at sea stat, interesting
So they're just glorified types of army and military mana then, in essence?
noI mean more precisely than "in this area"?
will the unexplored provinces goods still be randomized or will they be locked (fingers crossed)? really frustrating colonizing brazil and ending up with 100 provinces with fish and grain and lifestock, while the DLC brits can have gold and gems everywhere.
Will we be able to name places we discover?
Like chosing the name for the new world, or that oceans get named after explorers that discovers it.
Since manpower and sailors are coming from pops now, will you portray losses (attrition, inherent risks, whatever else), or is it just subtracted from the pool when you start a mission? I understand that most of the cost (both monetary and human) probably represents the preparation of an expedition, but people actually died on these regardless if they were ultimately successful or not, and it would be cool and immersive if the game included that.
Like, no never or no, not for another 150 years? Because it would be kind of strange if it's 1750 and Russia doesn't know where the New World is without sending their own explorers out...
Will spreading of discoveries happen in every nation at once after 150 years, or will it be a gradual process, with nations closer to our borders getting the discovery earlier?
Oh, so this whole thing is implemented in script + scripted GUI?
That's perfect. Means that if someone just wants to implement an entirely different system, they're free to do so.
# scope:actor = country, scope:recipient = country
start_exploration = {
type = owncountry
potential = {
scope:actor = {
modifier:may_explore = yes
OR = {
is_ai = no
country_tax_base > 30
}
}
}
allow = {
}
price = {
if = {
limit = {
exists = scope:target
scope:target = {
adjacent_to_owned_by = scope:actor
}
}
value = price:start_exploration_land
}
else = {
value = price:start_exploration_sea
}
}
select_trigger = {
looking_for_a = area
source = world
source_flags = possible_exploration_areas
name = "start_exploration_select_area"
none_available_msg_key = "start_exploration_no_areas"
column = {
data = area_exploration
}
visible = {
not = { is_being_explored = scope:actor }
}
}
select_trigger = {
looking_for_a = character
source = actor
cache_targets = yes #this list of targets doesn't rely on the previous target so we only need to do it once
cache_order = yes #whenever we make an assessment, the best character will always be the best character, so only calculate it once and don't repeat all the different combinations of area, character
name = "start_exploration_select_character"
none_available_msg_key = "start_exploration_no_characters"
column = {
data = character_explorer
}
visible = {
is_valid_for_exploration = yes
}
}
effect = {
scope:actor = {
if = {
limit = {
exists = scope:target
exists = scope:target_1
}
start_exploration = {
area = scope:target
character = scope:target_1
}
}
}
}
days_between_checks = {
if = {
limit = {
num_of_ports = 0
}
add = 365
}
else = {
add = 30
}
}
ai_will_do = {
add = "scope:actor.exploration_utility(scope:target|scope:target_1)"
}
}
How many undiscovered areas are there at the game start for a typical future colonizer such as England or Portugal? Will we have to manually send exploration missions to all of them individually in order to discover the entire map?
in one of your replies, you mention that Portugal can barely afford to explore at the start and that perhaps Flanders or Brittany could gamble on it. I assume this means that e.g. England or Castile could as well?
So does this mean that:
1) The player may always try to/have the potential to explore if their country's tax base is above 30 (naval range notwithstanding)?
2) Is 30 tax base something that an England/Castile/France size tag can easily have by the Age of Discovery? Is that a lot in the current balance? What's the average tax base of a medium size country?