Now there is helplessness of pathfinder at the moment when spearmen and archers appear en masse (approximately 30-40 turns). Also, the scout becomes available later than the ability to swim and, having sailed away as a pathfinder to another continent, you can forget about this unit, because it is unlikely that he will be able to survive the next 100-200 turns, before returning home, and lose all the accumulated experience. Scouts can be a good counter to spearmen and archers (especially with regen on the march after 70xp), but they are way too far down the tech tree.
Spearman requires 2 technologies to unlock, Archer requires 3 technologies. Scout requires 5 technologies to unlock.
Pathfinder -20%CS vs Barbarians., Scout -10%CS vs Barbarians
Damage Ratio (Authority, +25%CS against barbarians):
Pathfinder - Barbarian Spearman about 15/70 (screenshot 3)
Pathfinder - AI's Spearman approximately 10/80-85 (screenshot 4)
Scout - Barbarian Spearman about 30/30 (screenshot 5)
Scout - AIs Spearman approx 25/35
In the last game with very active barbarians, two pathfinders walking together were practically helpless after turn 40 - any barbarian spearman became a deadly threat. A scout is quite capable of defending himself.
If you transfer a scout from Sailing to Fishing, then he will be available at the same time as the archer and spearman. On the plus side, the scout is very handy to use in defense or small raids on the enemy - the ability to ignore the terrain penalty makes it a very useful unit when you need to quickly get somewhere and divert attention to yourself before the arrival of stronger defenders. The Pathfinder will just die from one hit.
Spearman requires 2 technologies to unlock, Archer requires 3 technologies. Scout requires 5 technologies to unlock.
Pathfinder -20%CS vs Barbarians., Scout -10%CS vs Barbarians
Damage Ratio (Authority, +25%CS against barbarians):
Pathfinder - Barbarian Spearman about 15/70 (screenshot 3)
Pathfinder - AI's Spearman approximately 10/80-85 (screenshot 4)
Scout - Barbarian Spearman about 30/30 (screenshot 5)
Scout - AIs Spearman approx 25/35
In the last game with very active barbarians, two pathfinders walking together were practically helpless after turn 40 - any barbarian spearman became a deadly threat. A scout is quite capable of defending himself.
If you transfer a scout from Sailing to Fishing, then he will be available at the same time as the archer and spearman. On the plus side, the scout is very handy to use in defense or small raids on the enemy - the ability to ignore the terrain penalty makes it a very useful unit when you need to quickly get somewhere and divert attention to yourself before the arrival of stronger defenders. The Pathfinder will just die from one hit.
Spoiler :