Kill The Scout: The Case for Cash Not Units

Jatta Pake

Warlord
Joined
Sep 24, 2007
Messages
299
Location
Los Angeles
With the patch came changes reducing easy cashflow from city sprawl and trade networks. I enjoy REX (rapid early expansion) and my city sprawl tends to be limited to meaty spots rather than specific grid patterns.

Happiness limits REX unless you can convert your rapid expansion into rapid happiness and cash. This has led me to four new tactics:

1) Only settle cities on top of new luxury resources, meaning luxuries you don't already have. When you build your Worker, he will be busy building roads to link up the cities with the new resources. You don't have time to mine/quarry/trap luxuries. The drain on your money supply from the roads will be offset by the increase in happiness. Plus your money won't be drained as your worker builds what you would have gotten free with the city placement on the resource.

2) Build then kill your Scout. Units eat up your gold and who really cares about what the entire continent looks like. Find your new luxuries and then dispose of the money drain. Do it inside your borders for the extra cash boost.

3) Ignore City States, for awhile. Gold needs to be horded as a tactic to fend off greedy rivals. Save cash for Research Agreements and rush building units.

4) Build and Sell. Hammers are a waste. Since you can't convert to gold until Currency, build buildings and sell them off right away. Build and repeat. It's not a great use of hammers, so why is your pop working hammers? They should be working food and gold. Once you build your worker and he's linked up the roads, throw down a few trade improvements. Then kill off your worker. He's sucking up too much gold.
 
WTH :confused:

Hammers win everytime. This is wrong. But maybe i have to see this post like a sarcasm i dunno...
 
personally i just bypass the expenses by deleting my initial settler
 
WTH :confused:

Hammers win everytime. This is wrong. But maybe i have to see this post like a sarcasm i dunno...

Not sarcasm. This is a starting REX strategy. A way to quickly expand to a high number of cities before shifting gears into more balanced approach in which hammers utilization is maximized with specialist production cities.

Hammers help you crank out settlers in your Capital, but early uses are not worth the cost of the trade off to growth and money.
 
30 gold from being first to encounter a city state That is an important source of early cash flow in my games. Plus happiness from natural wonders and 500gp from being first to find El Dorado. Early game map discovery is still important.
 
Only settle cities on top of new luxury resources, meaning luxuries you don't already have.

All resource tiles (in renaissance) turn into lucrative 6-yield tiles. Settling on top of a resource except if its a flat desert incense or gold is not doing you any favors long-term or even shor term)

When you build your Worker, he will be busy building roads to link up the cities with the new resources.

Cities do not need to be hooked up for resources to work. As a matter of fact, with the changes, your capital needs to be at least size 7 and the city size 4 to actually benefit from roads money-wise. Its not like The Wheel is a top priority tech.

You don't have time to mine/quarry/trap luxuries. The drain on your money supply from the roads will be offset by the increase in happiness. Plus your money won't be drained as your worker builds what you would have gotten free with the city placement on the resource.

A worker costs 2 GPT in early game. One worker per city will easily pay itself by improving a happiness resource (tile yields money, yes?). Happiness doesn't mean much if you're working 2-yield tiles. Working an improved tile is a straigth 50% boost in population effectiveness at minimum.

Build then kill your Scout. Units eat up your gold and who really cares about what the entire continent looks like. Find your new luxuries and then dispose of the money drain. Do it inside your borders for the extra cash boost.

The scout easily pays its own ukpeep by finding new civs and city-states. Not to mention the strategic value of knowing where cities will be and what resources your opponents have.

Ignore City States, for awhile. Gold needs to be horded as a tactic to fend off greedy rivals. Save cash for Research Agreements and rush building units.
City states' favors can also be gained from doing quests. And strategy for city-states depends on map, your civ and many other factors.

Build and Sell. Hammers are a waste. Since you can't convert to gold until Currency, build buildings and sell them off right away. Build and repeat. It's not a great use of hammers, so why is your pop working hammers? They should be working food and gold. Once you build your worker and he's linked up the roads, throw down a few trade improvements. Then kill off your worker. He's sucking up too much gold.

At this part I realised that the whole post is a joke. Oh well... X)
 
"Build then kill your Scout."

Sounds reasonable, I rather build 2 and kill them myself, than letting the barbs killing them.

I should be winning now!!!
 
You know, scouts don't actually cost gold do they? The warrior you start with definitely does, but if you build a scout, or two, and hold your mouse over 'unit maintenance' it is still only 1... which is your warrior. Perhaps there is a certain number of units you can have under that 1 gold and if you delete the warrior the scout still costs you 1, but as it stands with a warrior on the field, the scout is free.

So for god's sake don't kill the little buggers!!!

Plus, a scout with the vision upgrade is worth his weight in gold to see an attack coming!!!
 
Personally, I can see where you're coming from. I go one step further and kill the game with Alt-F4 and then hit the "Power Off" button. No way to lose money if you don't play! Based on your attitude I'd recommend it for you too!
 
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