![]() ![]() It would be nice if the explored regions provided clues that could influence the decision for the next destination, but I’m still deliberating because there are many problems that seem difficult to resolve simply. We still needed mechanisms to provide motivation for exploration, such as rewards that can be obtained beyond finding cities, or events that can occur depending on the destinations. It was because they could simply explore the places with the shortest exploration time to quickly discover cities. Unfortunately, this did not make players think at all. We intended to have a newly generated world map for each game and vary the exploration time depending on the destination, making the players contemplate their exploration priorities. ![]() When explore continues one region at a time, cities of rats that are hiding from plague rates and predators will be found. After sending scouts to the target area and waiting for a certain period, the exploration is completed, and the surrounding areas will become available for further exploration. Initially, only areas adjacent to the player’s city are available for exploration. Once the city stabilizes to a certain extent, players can send scouts on the world map to explore. And thus the world map and exploration features were born. However, we couldn’t significantly increase the number of tiles the player character can roam, because frequency of moving characters to distant locations could create significant gaps in city management. We wanted to enable players to gain economic benefits through interactions with these cities. In, players will encounter cities other than their own settlement. Prior to talk about trading, I have to talk about the world map.
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