Thinking about the need for a minimap, and the existing “Explore” mechanic, why not have an Explorer profession? It fits the “New World” vibe.
Their primary function would be exposing the entire map, but they would also be “cartographers” of a minimap (Maybe that’s a Tier 2 function?). They could populate notifications about “Found” resources (give them a Notify-on-Sand/Willow etc.). Or let those filtered resources blink on the minimap.
Their building would be a tent that they can easily set up / break down for those extreme cold moments (though they might get sick in a blizzard - the frontier is rough!), and they could butcher carcasses in that tent like a hunter in their hut.
AI would default to grab a bow and arrows, like a Garrisoned watch tower person. They would behave like a hunter in that spotting, firing, and pursuing wolves/bear or bandits, they would go bow then sword.
Late game (or Tier 2), it would be great if you could set patrol waypoints.
I really like the idea and would expand on it, because the issue I see is, that after you have explored the whole map the explorer would be redundant. So in order to counter that, there could be an “Expedition” mechanic in place, like in Anno, where you send out a ship, and it has some % of chance to return with resources. Same could be made here with the explorer. You could select one of multiple expeditions, for different areas: mountain, desert, woodland, etc. which can return different resources on success. So, e.g. if u start on expedition in the mountains, and it is succesful, it would return with Stone, Coal, Iron/Gold Ore… This would also help with the stone shortage that a lot of people have.
You could give the Explorer building an upgrade option, to improve success chance of an expedition, any maybe even the chance to return some items you cant produce atm, like heavy armor/weapons, spices, etc.
I like this idea, it kind of expands on what I came on here to suggest, which is to be able to put markers in a minimap for various resources, for later reference. I am currently playing on a large map and with the slow scrolling speed and the limited zoom out, along with so may of the icons (in winter at least) being the same colour (grey) and looking very similar without zooming right in it is extremely difficult and long winded to find additional resources when needed. I am now at the position where I need2 clay pits, 2 iron mines, 2 coal mines to feed my ever growing needs in a town of 200+. Love the game btw but understand this is exactly what EA is about.
That’s what I was addressing with the patroling aspect. But there are a dozen ways they could have endgame worth. My preferred would be to give them a very small chance to “discover” mining nodes etc., call it Prospecting. Another would be to discover bandits well before they are at the gates, giving you a chance to mount an ambush. The random leave on an expedition is interesting, but I’d rather see that done to recruit people to move to your town, than bring back random ores.
I’d tweak this idea a bit and add a surveyor building. With the following stats:
Tier 1
Max 2 employees, they just automatically explore the area around your town centre, steadily expanded the radius explored
Tier 2 (upgrade)
Max 4 employees. Now able to find resources for mining (e.g. iron, stone for a quarry which has already been suggested as an addition and is a must)
Tier 3 (upgrade)
Max 6 employees. Now required for the buildings which need bricks to build. Will also reduce time taken to build all other buildings.