Cave of the Explorer

  • Introduction of the Building


    Name: Explorer Cave


    Location: The mountain where is to the right of the Pirate Fortress.


    "According to our citizens, Explorers are strange town dwellers. That's why they live a little outside the town."


    Appearance


    A cave's mouth appears on the mountain. In addition to some hammocks, fishing nets, crates, wine barrels. 2 Explorers sit at the edge of the campfire in front of the cave with a jug in their hands. There is a small pier in front of the cave, which runs towards the tiny sandy beach (just to the left of the mountain). There's a Discovery Ship on the dock.


    Units


    Explorers: Explorers can be trained in the Cave for raw materials. Like the "Hideout", a total of 32 units and 1 building upgrade can be produced. The more Explorer the Explorer has, the higher the odds of finding something. The Explorers are the inhabitants of the town, which are apparently neglected. Because of the time spent in the sea, they look like punks with very long beards.


    Discovery Ship: There are 3 kinds of ships. But only one can be produced per Cave per town.


    "Small Fishing Boat": Level 1-11 / A maximum of 11 Explorers / A lower success rate can be produced.

    "Sailboat": Level 12-20 / A maximum of 20 Explorers / Its success rate is higher.

    "Great Caravel": Level 21-32 / A maximum of 32 Explorers / Its success rate is even higher.


    Function


    This building can be researched. Players choose the point they want the Discovery Ship to travel from the World Map. They also select the number of Explorers to be on board. The ship goes to the point on the map and returns. The ship waits 1 day before heading out of town and the Explorers are resting.


    Benefit


    It can find ships, gold and raw materials. Also rarely founds Ambrosia. You can also find the sunken ship, sunken town, message in the bottle or a success. But the ship can also be caught in a storm, subjected to the Kraken's attack, drawn into a vortex, or lost for no reason. Sometimes a Discovery Ship never comes back or comes back with some Explorers. Sometimes they get empty hands.


    Technique


    Probabilities


    Success


    The success rate of 1 Fishing Boat is 10% (Basic probability). As the number of Explorers increases, the rate increases. Coefficient is that is 0.2% for Fishing Boat, 0.4% for Sailboat and 0.6% for Caravel. In addition, the Sailboat gives you a 6% bonus and the Caravel gives you a 12% bonus. In other words, according to the type of ship and the number of Explorers, the ratio is between 10-40.6%.


    3 Examples


    5 Explorers and Fishing Boat = 10% Basic + 0% Ship Bonus + 0.8% Explorers [(5-1) x 0.2%] = 10.8% Success Rate


    18 Explorers and Sailboat = 10% Basic + 6% Ship Bonus + 6.8% Explorers [(18-1) x 0.4%] = 22.8% Success Rate


    2 Explorers and Caravel = 10% Basic + 12% Ship Bonus + 0.6% Explorers [(2-1) x 0.6%] = 22.6% Success Rate


    Failure


    The Discovery Ship doesn't just find anything. They could also have their losses. The failure rate of the Fishing Boat which is 1 Explorer is 30% (Basic probability). As the number of Explorers increases, the rate decreases. Coefficient is that is 0.1% for Fishing Boat, 0.2% for Sailboat and 0.3% for Caravel. In addition, the Sailboat provides a 3% bonus and the Caravel provides a 6% bonus. In other words, according to the type of ship and the number of Explorers, the failure rate is between 14.7-30%.


    3 Examples


    5 Explorers and Fishing Boat = 30% Basic - 0% Ship Bonus - 0.4% Explorers [(5-1) x 0.1%] = 29.6% Failure Ratio


    18 Explorers and Sailboat = 30% Basic - 3% Ship Bonus - 3.4% Explorers [(18-1) x 0.2%] = 23.6% Failure Ratio


    2 Explorers and Caravel = 30% Basic - 6% Ship Bonus - 0.3% Explorers [(2-1) x 0.3%] = 23.7% Failure Ratio


    Neutral Event


    Without 2 possibilities, the Discovery Ship will return as it's. The rate of realization is between 44.7-60%.


    3 Examples


    5 Explorers and Fishing Boat = 100% - 10.8% Success - 29.6% Failure = 59.6% Neutral Event Rate


    18 Explorers and Sailboat = 100% - 22.8% Success - 23.6% Failure = 53.6% Neutral Event Rate


    2 Explorers and Caravel = 100% - 22.6% Success - 23.7% Failure = 53.7% Neutral Event Rate


    Profit and Loss


    Profit


    There are several gains that can be achieved in case of success.


    Earning Opportunities


    Ambrosia: Yes, it's also possible to find the Ambrosia a small possibility. The probability of successful discoveries is between 1-14%.


    Explorers: If there's empty space on Discovery Ship, new Explorer can be found.


    Citizens: If there are vacant houses in the town, new citizens can be found.


    Units: Sometimes there may be "exiles" who will be glad to be rescued.


    Ships: In addition to exile land units, scattered fleet tracks may also be found.


    Successes: New achievements and titles that can be achieved by chance.


    Badges: Similar to the war server, there may be badges later assigned to a town.


    Raw materials: You can find treasures of combinations of all resources.


    Gold: In addition to resources, a treasure can be made full of gold.


    The game won't have details like the scoring system (High Score) to protect and prevent multiple accounts. In units and ships, not all units are provided for each Discovery Ship. That's, it doesn't give expensive and powerful units to small players (small players aren't considered to reach high building levels yet).


    Damage


    There are two kinds of losses. The partial loss of a part of the Explorers and the total loss of the ship. In case of total losses, the raw material that will be used to rebuild the ship should be considered. Increasing the size of the ship naturally leads to an increase in the probability of partial and total losses. This may not make sense (more Explorers, more powerful ships). Of course, rebuilding everything is much worse for the small player and smaller than they can find. For this reason, the system actually needs to be reviewed again.


    Other Details


    What can be done with Ambrosia? (10% increase in probability of success.)


    What happens to the Discovery Ship when the building is higher? (For example, when the building goes from level 11 to 12, the Fishing Boat automatically become Sailboat. So while the building is rising, the Discovery Ship can't explore.)


    What happens when the building collapses? (For example, when the building reaches level 12 to 11, the Sailboat becomes a Fishing Boat. Therefore, the building can't be destroyed when the Discovery Ship is on a journey of discovery.)


    What happens if the building collapses completely? (Explorers and ships disappear with the building.)


    Can another building be built into the empty ground of the building? (No (like Town Wall and Pirate Fortress).)


    What do you need for the building? (There's a new research in the "Seafaring" line. (In the list, it will come after the "Foreign Cultures" research and demand 1500 Research Points.))


    What happens when the ship or Explorer "disappears"? (Both can be reproduced in the Discovery Cave with the necessary raw materials.)


    What are the definitions for Successful Result, Failed Result and Neutral Result? (These must be short interesting texts based on the event. For example, Successful Result: We have found some losses of the previous discovery. The X Explorer joined us. Neutral Result: Except for a few fish, our Explorers have found nothing. Failed Result: We were caught in a heavy storm. We lost the X Explorer.)


    Questions


    What are your ideas for the Explorer coat of arms in Sailboat?


    What successes can be achieved and what are their names?


    What are the costs of Explorer, ships and exploration?


    What are the costs of building levels?


    What titles can be won and what are their names?


    What other messages can you get as a result of the discovery?


    What should be the speed of the Discovery Ship?


    Do you have any other suggestions in this feature and what are they?


    Is there any detail that's unreasonable or not planned enough?


    Is there anything we forgot?

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  • Why not be revive an old suggestion at a time when old accounts are being revived? 8)


    What do new generation players think about this system? Let's find out what. :/


    (Quotes are from old generation players)

    Quote

    "First of all, it's definitely a great suggestion. It's nice to see something as a "model". Personally I would make the building a little more expensive or give a strong increase in costs, but in a way that is easy to upgrade initially, like the Museum. Thus, in addition to the benefits of the building, it also provides benefits for the "Master Builders" score."

    Quote

    "Explorer must be built in a way that requires Wood, Marble, and Wine. In the construction costs of the building, the part of the building from Level 1 to Level 11 should be made at the level that players below 500.000 points can do, and the part from Level 12 to Level 19 should be made at the level that players below 1.500.000 points can do. Maybe the total amount of resources required for the part from Level 20 to Level 27 should be more than 1 million. The part from Level 28 to Level 32 should be in a state that exceeds town's storage capacity or can be upgraded with Ambrosia."

    Quote

    "Finding Ambrosia is great. Explorers and Citizens are also good ideas. In Units, I would give small players a small amount of Units. So they would have a chance to have Mortars or Balloon-Bombardiers. At the very least, they can attack an inactive town with 3 or 5 of them. "Find 100 Explorers.", "Find 1 Treasure.", "Discover Raw Materials.", "Send 100 Explorers.", "Make Discovery Cave Level 32.", "Produce 50 Discovery Ships." can be successes."

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  • (Quotes are from old generation players)

    Quote

    "Possible titles can be "Tyche's Child" when many Discovery Ships are destroyed, and "Traveler" when many explorations are come true. I find it difficult to determine for finding resources but it should be enough to me for the long trip. Especially it should be for I'm spending resources. It has to do with "Luck". You can't choose the raw materials."

    Quote

    "The most common raw material amount should be between 30.000-50.000. Of course, it should be depending on the size of the Discovery Cave. It should have extreme deviations of 300 or 300.000 to add excitement. Extreme deviations should be for Gold as well. Of course, there may be bigger differences. Because Gold doesn't give you "direct" support like raw materials."

    Quote

    "A discovery should take one day and we should visit the building once a day. "We ran across a treasure.", "Our Explorers are empty-handed.", "Maybe next time.", "Kraken caught our Discovery Ship and our Explorers couldn't escape." can be messages. Success Rate and Failure Ratio should increase with the distance of the journey. Because the ship gets further away on a longer discovery but this detail should be discussed again and handled more precisely. I think this should be done definitely."

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  • (Quotes are from old generation players)

    Quote

    "Of course, it would be great if many suggestions were already posted in this way but I can tell from my own experience that it takes some effort and time to achieve such a state. Everyone can't consider almost everything. So of course I'm happy. If a suggestion is prepared like this, I'm already satisfied. First the utility and design of the feature as well as the function are presented roughly and then viewed what to do with other players. This sounds great to me too."

    Quote

    "First of all, even big players don't build a top-tier Discovery Cave in their entire town "now". The reason for this idea wasn't always to give everything immediately. Especially in new servers, players who have some luck have extremely strong Units suddenly and dominate their surroundings. Then those questions emerge. "How fast can't bigger Units be reached?" and "How big of a benefit would it actually be?"."

    Quote

    "I find your suggestion interesting but there must be a way to evaluate Units. Then the existing idea of distribution can also be applied. It can be construction costs or maintenance costs. I wouldn't do this with a frequency distribution. But my formula provides a random factor in a range from 0 to 10. Multiply this by the number of citizens in the account. We still think of the ship as a constant factor. We say 1 for Fishing Boat, 1.5 for Sailboat and 2 for Caravel. Less than 10% of the number of Citizens in all towns isn't possible. There is a minimum profit. As a result, smaller players will have smaller profits automatically but sometimes "big game" is possible."

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  • (Quotes are from old generation players)

    Quote

    "I found the 24-hour period long. Because a player isn't return to the game after exactly 24 hours usually. So 20 hours would be better. Then you won't have to wait as you can come a little earlier. Any suggestions for ranges? So a discovery can be arranged between X and Y hours? Maybe Explorers need to take a break between 2 voyages for discharge resources and repairs."

    Quote

    "I think the research of the building should be after "Greek Fire" research. At the time there are good ships on the main front line of sea battle. No need to put it off until after "Bird's Flight" research. At the time fair conditions are formed. Because you can beat everything. It can be a great idea. Because it brings a new variety to the game as another additional action. You can do it while everything else is running. The danger of abuse, like Piracy, is also excluded. So really great and well-thought-out."

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  • (Quotes are from old generation players)

    Quote

    "I take my hat off to whoever developed the suggestion. It takes a lot of time and work. All these smarts, who have wanted to declare Ikariam dead for years, represent only an insignificant minority. In reality, most people still enjoy Ikariam. In this sense, I would be very pleased to introduce this feature. When is this feature coming?"

    Quote

    "Is this just an idea or more advanced and planned implementation? Because the idea is definitely excellent. It will give new acceleration to Ikariam definitely. It's so entertaining. You know, whining is first and foremost no matter what. Still, even if there are many complaints, I'm ready for it definitely. For "Bird's Flight" research, it would still be a bit more. At least, almost equal to 7 times "Greek Fire" research but I can't put this back further. You may have to think about it. Just don't get confused. Less units for lower ships but more different types to begin with. Only Mortar Ship and Balloon Carrier can be added later. What are opinions on this topic?"

    Quote

    "It would be a great feature. It would be great to go on a discovery every day, especially if there are totally different awards. With Units, Gold, resources and Ambrosia, there is something for everyone. With Photoshop, something can be combined to see how it will appear roughly. I will try desperately next time."

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  • Hi guys,


    What do you think about the choice of to introduce two different items:


    1) near the lake, there is the possibility to built the airport? So we can use the plane to trade with other players and also we can use the plane to attack other players

    2) Acros the city, the possibility to build a railway station ? So we can use the train to trade only with island's player

  • 1- Why did you want to tell your own suggestion in another suggestion? :/


    2- Which one should I start to interpret that you wanted airplanes and airports in Ancient Greece, or wanted to use the same airplane as both a cargo plane and a fighter jet? :/


    3- Why railroads when it would have made more sense to make a "Cargo Balloon" in Ancient Greece? :/


    Returning to our "main" suggestion… :whistling:


    (Quotes are from old generation players)

    Quote

    "Have you thought of other things? Maybe it would make sense if you can get all kinds of Units with Fishing Boat. At this point, you can limit Units severely but it can be pretty good if even a novice player sees all Units like this before. Because on the one hand, novice players can try this once, on the other hand, novice players already know that Ikariam can be very exciting in terms of battle technology later on. If Units are limited accordingly, I think so. If they get it, novice players don't have much of an advantage over next players but they must somehow have a small advantage on discoveries or it's not worth it."

    Quote

    "Will Discovery Cave be in one town or in every town? If it will be in every town like Pirate Fortress, will it be a action at the same time or is it possible to action as many as the player's towns count? I found Level 25 Future Researches and Level 40 Town Hall detail too high. Resources are no longer so important when players are ready. Other than that, only Ambrosia players will benefit again. By the way, if Explorers find Research Points, I will support it."

    Quote

    "We thought of Discovery Cave as buildable in every town. In order for it to be sensible, it must be at the same time. Discovery can take place in every town at the same time but how do we explain this? Did Explorers learn to research? Because unlike Citizens and Units, they can't be stranded on a deserted island. So you can take them on board. Research Points aren't moveable objects."

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  • I was asking why you didn't go and open your own suggestion thread. :|


    The existence of the plane and the airport is not a problem, is it? :)


    If you open your own suggestion thread I will support it but if you "open your own suggestion thread". ^^

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  • (Quotes are from old generation players)

    Quote

    ""Our Explorers came across ancient scrolls of past cultures. The techniques included help us advance in science. Added X Research Points.". I also find Research Points great. I don't think raw materials are bad, but I think everyone sees it differently. First, I want to give my opinion on the suggestion although I totally ruined this suggestion now but don't look at suggestion as a general criticism. I see it more than GameForge in terms of the possibility of making it all happen. For this reason, the suggestion should be clarified here with all its enthusiasm.


    I find starting a discovery on the World Map a bit complicated for game conditions. I also don't believe that the programming technique by GameForge can be realized in this way. This suggestion also contradicts some of Ikariam's overall town-linked navigation. It makes the whole navigation principle inconsistent. As with Pirate Fortress, it's more likely to choose one of the timed tours directly at Discovery Cave. I don't think my approach is wrong. Just everything about World Map would be complicated unnecessarily."

    Quote

    "Think of this building like the location of Daily Tasks rather than as an upgradeable building. What do you want to improve there? Increasing the ceiling height of the cave by 1 meter or an additional mountain? So I'm giving up 32 Explorers and different types of ships. Somehow everything is overdone for my taste."

    Quote

    "Instead of bored players with stupid building updates, I would have made the whole suggestion look more like Piracy and focus on the Discovery Ship. At a certain Town Hall level or number of Citizens, Discovery Cave will be included in the town. At least new players shouldn't see the feature initially. Maybe 1000 Citizens, I think it's fine. At first let it be only in the capital. There are no 32 Explorers living there either. Just "Discovery Ship of a group of wrecked crew broke down. They are stranded in your town and therefore need your help to settle in the cave and repair their ship.". That's the story roughly. GameForge can offer to send the crew to another town optionally after the ship has been repaired. Future pillage goes there but at least it must exist once only. So it should be executable once only."

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  • (Quotes are from old generation players)

    Quote

    "Somehow 12 discoveries at once would be a very good thing. No discovery must be possible until the ship is repaired. It can be repaired with Wood (or Ambrosia). The first amount can also be made depending on the size of the town. Small players spend less Wood than big players. Similar to Piracy, you can also make tours of different durations."

    Quote

    "In the beginning, there should be short tours of 1 hour, 2 hours or 4 hours. It can have a certain amount of Gold and/or Wine costs for the crew on each tour, depending on the tour duration. It doesn't have to be much like Gold in Piracy. If we disregard the Explorers, there is no reason to do the math. Tour duration determines the quality and potential amount of pillage. A shorter tour means less pillage and less chance of finding something valuable like Ambrosia. However, it's possible to change my suggestion but I don't want discoveries that come back empty-handed. It's better for the player to gain 1000 Wood instead of getting demoralized. There is always something to be discovered, no matter how small."

    Quote

    "As punishment, it would be better if the ship was damaged. Longer tours increase the possibility of damage to the ship. Incoming message "We've discovered a treasure, the following has been pillaged" instead of "Unfortunately during the discovery, our Discovery Ship crashed on a reef/attacked by a sea monster/attacked by enemy pirates and needs repair" it can be."

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  • This is an excellent idea and plan.

    I'm glad you liked it. 8)


    (Quotes are from old generation players)

    Quote

    "I find the amount of pillage exaggerated. Up to 1.360.520 resources are too many for a single ship. This is the same thing as 2.721 Cargo Ship. It's a diminutive thing for big players if you only earn 50.000 resources. If you want millions of resources every day, Ikariam won't work that out definitely. Ikariam is ready to spend daily as you will have to canalize yourself to more Daily Tasks."

    Quote

    "It can be a resource amount in the range of 24.000 to 36.000 per day. Are they going to give all players tons of resources in exchange for Ambrosia really? If enough players spend Ambrosia on Discovery Ship updating/repairing, it will only be balanced for itself minimally. For example, if Pantry is level 50, there's a maximum of 50.000 resources per tour. So you usually get a resource amount in the range of 1.000 to 3.000 on short tours only."

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  • (Quotes are from old generation players)

    Quote

    "No need for exaggeration. For this reason, a willing player will earn a resource amount of between 10.000 and 30.000 while paying maybe only 1.500 Gold per day with short tours. With luck, maybe players will come back with exactly 50.000 resources or some Ambrosia in 24 hour tour. Better than nothing. Don't always be so greedy."

    Quote

    "Doing short tours results in better success than doing long tours. It shouldn't give them extra awards. When you equalize the times in Piracy, the short tour gives more points instead of the long tour. It shouldn't be different. Those who start many different discoveries should be rewarded accordingly but they should think."

    Quote

    "Be more likely to return with some Ambrosia or Research Points on long tours. For example, it shouldn't be given in 1 hour, 2 hour or 4 hour tours but even in 24 hour tour, bad luck can happen and players may come back with only 1.000 resources. It's just a game of chance. We can discuss if there's anything else to discover."

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  • (Quotes are from old generation players)

    Quote

    "For example, I don't want to have extra Units. It's an unnecessary cost factor that I don't need. Those who want to fight can train them in Barracks or buy them from Black Market. I don't need Citizens either but shipwrecks can be found jokingly. Achievements and badges are usually independent things that we can do for 10, 100, 500, 1.000 and 3.000 discovery tours or get for different ship upgrades."

    Quote

    "Capture Points can be gotten in rare cases, provided there's a minimum amount. It should come back with resources or Gold generally. It's possible to find Research Points by finding ancient manuscripts that widen our Scientists' horizons. Other visual details are difficult to make real but other things aren't so relevant anymore after my suggestions."

    Quote

    "Your suggestion sounds more like "Solo Piracy" to me. You compared everything to Piracy but maybe you should get away from that concept first. This isn't the measure of everything. I've to confess that navigating in World Map is quite troublesome but it would be something new and very interesting for me personally."

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  • (Quotes are from old generation players)

    Quote

    "I've prepared technical feasibility now. However I've no idea how much effort I put into it. I still think of Discovery Cave as a building. It'll be better equipped. The port where Discovery Ship is anchored develops and there are more wine barrels or more expensive things around it. Why do we liken it to Piracy when there is already such a thing?"

    Quote

    "I find the possibility of upgrading Discovery Ship interesting. This makes everything a little more individual. The problem is that after 2 months all upgrades are done. I think it'll be better if we've to specialize. For example, increasing the quality or quantity of treasures but it doesn't have to be. I found pillage good. Of course, if it gives us 1 million resources in every second tour, that's a bit much."

    Quote

    "I would say other concept would be "Solo Spying" where you can get something. Why don't you send 32 Spies for a discovery? They never used a Ship for their mission. When you click on any sea area on World Map, Discovery Ship goes there for a certain period of time. Ultimately, it's just a challenging click on World Map. No real benefit."

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  • (Quotes are from old generation players)

    Quote

    "In Ikariam, there is no building whose appearance changes as building level raises. Does it have anything to do with Piracy? Active players are rewarded. Longer tours should correspond to this, but bring more valuable pillage (Ambrosia, Research Points) under the circumstances. But it also increases the risk of damaging Discovery Ship."

    Quote

    "You can upgrade Discovery Ship with nothing to do with Ikariam, instead of spending resources to Discovery Cave meaninglessly. No need to develop Discovery Cave. Honestly, who still likes raise a building? Something new happens in Ikariam with ship upgrades and has an effect on outcome of discoveries."

    Quote

    "Of course, how quickly upgrades are done depends on cost. Also there is no infinite Wood for upgrade and ships must be repaired. No one will be ready in two months when all repairs and upgrades are included to construction period. Seems like one year. Discovery Cave was thought as 32 levels. Discovery Ship can have 100 levels easily if you want."

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  • I like the idea, it will spice up the game a bit.

    Nice one :thumbup:

    librarian-didact.jpg


    We shall defend our island,

    whatever the cost may be,

    we shall fight on the beaches,

    we shall fight on the landing grounds,

    we shall fight in the fields and in the streets,

    we shall fight in the hills;

    we shall never surrender.

    - Winston Churchill