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Anyway, to answer your question:
Basically, if it’s not part of your home continent or connected to your home continent by coastal waters, it counts as distant lands for you. At least I reckon that’s largely true, some odd continent spawns or something I can’t account for may apply, but I think that’s always been the case for me in continents plus games.
Army commanders at base have a range around them where they can issue orders. The ones you mostly care about are the coordinated attacks, which order a certain kind of unit to attack a specific target with a buff to strength. All units inside the dude’s 1 tile command radius able to hit it will try to until it dies. Generally everything else they do is a promotion, and the promotion will tell you what it does.
What is the this Distant Lands concept and how does it play into the game?
What effect does an Army Commander have on combat?
Call-outs to some key techs, such as those that allow your ships and then your units to enter deep ocean.
Maybe there's a guide somewhere that already explains all this. To be honest, I haven't looked that hard inside the game for this information.
Overbuilding is very highly recommended as a result of that, the production bonus policy, etc. ofc, but ideally it's good to keep your influence buildings around (i.e. the Monument and Villa) just due to the raw influence output. I've been trying to stack those kinds of buildings in less valuable adjacency tiles when I don't feel like I'm giving up too much to do so just to maintain the influence income.
I’m not sure how important the Heg 2 rush is, but I can imagine that relying on the scatterbrained AI to do the research for you isn’t the best idea, as who knows when they might get around to it. So I can see the importance. It’s a theoretical out/wincon for high culture low science players in any case.
There are lots of artifacts on the map. I didn't realize how many until I applied this strategy, in a game that yielded over twice as many as I needed to get to the third milestone. The only way this method can go wrong against AI is if you are hopelessly outclassed in culture per turn, and so fail to complete Natural History, then even Hegemony, until many turns after more than one of your competitors. On higher difficulty they have bonuses that can get them a nice raw culture output, but only a human can do the strategy part of this method.
You want the entire map explored, because the artifacts can be anywhere on each continent. You specifically want to know where all the universities on each continent are located. Missionaries are almost designed to do this exploring, because you generally have little use for them after they have picked all the low-hanging relics you want.
It's ideal to have one of your own universities on each continent, but not really that important, because you can use any player's university for the research. It's more important to have at least one settlement at least near every continent, so the explorer(s) for that continent don't have far to go to reach the university for research, or the dig sites themselves.
Finally, it's best if you leave yourself a fair amount of gold in your treasury as Exploration ends, because 3000 gold is a fair amount.