I agree, it shouldn't be some complicated behaviour tree. Just grab huts, explore the darkness. If I want something fancy I'll do it by hand, and "automatic fancy" is probably just going to do weird things and be unusable.
Yeah, if I'm auto-exploring, it's because I don't really care. If they find something, great. Otherwise just don't be dumb, and go down to the southern tip to search out a goody hut, then try to go to the North Pole for the next one.
To me, I'd just take a very basic algorithm:
-If there's a hut within 4 turns of me, go towards it (as long as no other scout is closer)
-If not, is there unexplored land near me? If so, clear the fog around it as much as you can
-If you're in a spot where the next move won't clear much fog, and you're not chasing a hut, then use the search function if that clears fog.
-Otherwise, if there is further afield unexplored lands, go out there, making sure to take a path with the least rough seas tiles to get there
-If you're not chasing a hut, heal
Will that be the most efficient run of them? Nah, definitely not. But scouting is one place where I'm happy with just something of an algorithm, because if i care, I'll do it manually, and it's one spot I don't mind a touch of micro if need be.