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Capt Dizle
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These are just opinions okay. From limited play I think map trading has been pushed back too far and actually hurts the AI more than was the case with the intial placement. With the human able to greatly outpace the AI in exploration we can really get a leg up and keep it much longer now.
As for the explorer, now that Firaxis is making adjustments why can't we see a change here to bring the unit into play.
And I will throw in a free one. Don't you think that the new early naval units should be able to hold scouts so that expansionist civs get a little extra zip. How hard can it be to tweak the AI to use this?
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Flip McWho
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New Zealand
May 2002 time: 17:33
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I agree with jt on the map trading issue. Navigation is too late. The human player does (or should do) scout alot more than the computer. This will lead to the computer being left far behind. I think this is part of the reason why i'm doing so well in my current game.
The explorer I have no idea about. I've never actually used it.
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gunkulator
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Agree with map exchanges being too late to be worthwhile. Not sure why they changed it.
The Explorer otoh, has one very powerful use. Stack with a couple Infantry on mountains and pillage deep into the AI's land. Explorers can move, pillage and move back all in one turn. Concentrate on slow replacements like mined hills and mountains. The AI generally refuses to attack Infantry in mountains unless it has tanks.
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ducki
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What if the Explorer was ... more?
A combo Scout+Worker+Settler that cost 2-3 pop points?
You could send him off to distant isle, he could find a good place to settler, road any local resource, and then form a town.
Of course, if you play pangea, that's still not that great, but for 'pelago and continents it might have its uses.
And yeah, I don't think I've ever built one either.
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