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?