![]() Of course, at it has happened, some whips were blown off course and discovered new regions, this could be random events opening new regions adjacent to what the player knows. Depending on the abilities of the explorers, technology etc, there is a certain chance (value not shown to the player) that the explorer returns (after some time) with knowledge of new seazones/provinces in the targeted region. rushing the discoveries of the Americas) or as a Russian State to explore the adjacent Sibirian region. E.g, a European nation could charter an explorer to follow the West Coast of Africa, but not a random sea zone (i.e. Now, player or AI could charter explorers to discover costal or land regions adjacent to what they know. E.g., the Europeans knew there was a place called India, and it was East of the Arabian Peninsula, somewhere. In addition, there might be knowledge about the name and approximate location of other regions. At the start, as it is now, only certain regions are known. My proposal is based on a system of regions, each covering several adjacent provinces and seazones. So, rushing the tech and finding the most lucrative areas to conquer and colonialize was a very viable option. Even if the ship went down, the player would still have the newly discovered seazones and provinces on the map. As mentioned before, I don't like the EU III system of hiring an explorer, put him on a ship and stear the ship around to locations known to the player.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |