I do agree that the no movement cost to pillage is maybe too situationally mold-breaking. Scouts’ other various abilities focus on sustain and traversal, but free pillage doesn’t fit that paradigm.
We Could replace the no movement cost to pillage with the new +10 extra heal from pillage.
Re: vision, this is what I came up with:
- Trailblazer line replaced by Scouting line as stem
- All Scout line units start with unobstructed Recon vision of 2 radius (can see through forests and hills etc)
- Scouting line bonuses:
- Scouting I: +1 Unobstructed vision radius, ZOC
- Scouting II: +1 Unobstructed vision radius, +1 normal vision
- Scouting III: +1 Move. Can use enemy roads
- Trailblazer:
unlocked by Scouting II or Survivalism II.
Can enter mountains and embark.
+20% CS outside friendly land.
- Commando:
requires Railroad tech.
unlocked by Scouting I or Survivalism I.
No movement to pillage.
Retreats from first melee combat every turn.
- Survivalism: no movement to pillage removed
- Commando unit:
renamed to Ranger.
Loses commando promotion (retains its 25% on attack bonus)
- Frogman:
moved back to unlock at Flight.
Promotion requirement relaxed to Scouting or Survivalism tier I (currently requires tier III)
- Special Forces
lose amphibious (mostly redundant with frogman, not consistently useful).
Gain ranged attack before melee attack (like Impi and GDR)