troytheface
Deity
- Joined
- Mar 26, 2002
- Messages
- 3,262
There are several theories regarding the use of scouts.
However, there are a couple of methods that have shown proven results.
(There are civs that start with a scout- however, this is NOT a prerequisite for the superior Scout manipulator)
Duet of Forever
basically hook your scout up with a warrior and use them in tandom- warrior offering both protection and early hut location.
One draw back of this method is that is negates promotions for the scout which is the premise for an alternative theory.
Medic Eternal
Simple, find wooded hill and an animal (not a bear- too risky) and promote to Combat.
Repeat, promote to Medic. At this point one can either wait for a Great General to
add to the Medic promotion line, or risk yet another animal encounter. However,
at this stage barbarian warriors and archers will begin to appear with more regularity than animals.
Barracks First
A ploy used for civs that do not start with Hunting. First build- a barracks- while teching hunting, wheel, animal husbandry and mining to bronzeworking.
This has the bonus of a Combat promoted Scout from the get go. (heading towards the medic theory above)
Keep in mind that the main objectives for the Scout is to get tech and find the
enemy. After these are accomplished a fast moving Medic can be utilized to support any stack or city in need.
Like-wise any Scout unpromoted or extra should be loaded onto a galley asap.
(Navy Scout) to continue on any unexplored empty land areas including islands.
The issue of "fog breaking" is one that a scout on an isle has nothing to worry about- a scout on the outside of your terrritory is more of a target that will have to run. (which can draw off the enemy but can be tedious)
Scouts upgrade to Explorers which end the recon land based units line. Not much to be said other than upgrade your scouts to them.
However, there are a couple of methods that have shown proven results.
(There are civs that start with a scout- however, this is NOT a prerequisite for the superior Scout manipulator)
Duet of Forever
basically hook your scout up with a warrior and use them in tandom- warrior offering both protection and early hut location.
One draw back of this method is that is negates promotions for the scout which is the premise for an alternative theory.
Medic Eternal
Simple, find wooded hill and an animal (not a bear- too risky) and promote to Combat.
Repeat, promote to Medic. At this point one can either wait for a Great General to
add to the Medic promotion line, or risk yet another animal encounter. However,
at this stage barbarian warriors and archers will begin to appear with more regularity than animals.
Barracks First
A ploy used for civs that do not start with Hunting. First build- a barracks- while teching hunting, wheel, animal husbandry and mining to bronzeworking.
This has the bonus of a Combat promoted Scout from the get go. (heading towards the medic theory above)
Keep in mind that the main objectives for the Scout is to get tech and find the
enemy. After these are accomplished a fast moving Medic can be utilized to support any stack or city in need.
Like-wise any Scout unpromoted or extra should be loaded onto a galley asap.
(Navy Scout) to continue on any unexplored empty land areas including islands.
The issue of "fog breaking" is one that a scout on an isle has nothing to worry about- a scout on the outside of your terrritory is more of a target that will have to run. (which can draw off the enemy but can be tedious)
Scouts upgrade to Explorers which end the recon land based units line. Not much to be said other than upgrade your scouts to them.