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Reveal all player's unit when no civil center


FeXoR
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Perhaps there should be a feature added that reveals all enemy units and/or structures.

If a player is nearly beaten it is annoying to search the hole map for a lost peasant (or until now an unfinished civil center which should be fixed IMO).

If a player has no (finished) civil center this could happen automatically but perhaps that's not good for more then 2 players left (free for all games for example).

So perhaps something like 'send spys to player [player name]' could be added that reveals the players buildings and/or units for a short period of time for some resources.

In AoE this was permanent and cost depended on the number of enemy peasants. I think still it was overpowered. Just reveal the buildings for a sec would do (independent of the scouted area). Price could depend on the number of civil centers (Like 250*(number of civil centers + 1) food and metal).

When a technology tree is added it could be reached very late.

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[...]

If a player is nearly beaten it is annoying to search the hole map for a lost peasant (or until now an unfinished civil center which should be fixed IMO).

If a player has no (finished) civil center this could happen automatically but perhaps that's not good for more then 2 players left (free for all games for example).

[...]

If a player has an unfinished civic center and citizen soldiers he/she could still hypothetically win, or at least make a difference in a team game, so if anything that should be the criteria. Not sure if it's worth adding that kind of complexity to the win/loss detection code though, but if nothing else it should be possible to set stricter conditions for victory/defeat eventually. Which should fix the issue of different expectations as to what should be needed to win a game.

That said I'm not opposed to a "spies" tech or similar :)

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If a player has an unfinished civic center and citizen soldiers he/she could still hypothetically win, or at least make a difference in a team game, so if anything that should be the criteria.

Agreed, just the bold 'and' is not the case ATM.

If a building is finished (like this.isReadyToUse = true/false) is helpful anyway. The possibility to trade with unfinished markets is a related problem.

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Adding a "scout around" command to units (all of them) is a good idea in my opinion.

This command will just make the unit go around in random directions, an the way revealing the map.

Based on the unit's mood, when it sees an enemy, it can ignore it (passive), run away (defensive) or fight and pursue it (aggressive and violent).

I achieve this now by ordering some units to hunt a deer....

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