Gifting the lux to your neighbor makes your delegate much more likely to be accepted. If you get that far usually you'll get a DoF and hence save yourself a ton of pain.
I've been experimenting a bit more lately on deity with warrior openings. To be honest, I think it might be superior to opening with slingers. Slingers are great and it is important to get archers asap. However, I have found lately on deity that due to the buffs that the devs have given to the AI, you need to be even more aggressive than before. This is especially true now that the AI are using escorts much more now. Warriors are more sturdy right at the start and if you pump out 3 of them at the start, those 3 could likely easily take over a city that the AI forward settles at you, or capture a city state that the AI captured. I am lately waiting a bit before I build more than one slinger and it seems to work well. Archers were just way more powerful before. Now that the AI builds tons of them and also gets walls up so quickly, I think warriors are becoming more useful early game.
Archers are pretty good at destroying walls though
Personally my first build is ALWAYS a unit, which means either a scout or a slinger. If I'm playing small/continents it will be a slinger because there isn't much to explore. On larger continents maps and all pangaea maps I prefer the scout. At that point nothing is more important than having units to explore and exert control over the map. Maybe I would feel differently on an island map but I almost never play those. The more I use scouts the more I like them. In addition to CS bonuses and goodie huts they can be used to steal builders/ settlers as well as to lure ai units. The next several builds are determined by what I've learned about the map. It's usually a slinger but situationally I've been experimenting with working a builder into my first 3 builds. When it works it's great for extra production and the craftsmanship eureka, but that plan is easily stiffled by barbs. I hate it when my builder is stuck hiding from barbs until I have the muscle to control my territory. I don't spend gold until I know I can upgrade my slingers, and I don't consider a monument until my initial army is off and winning prizes.I guess that makes my opening scout or slinger/ slinger/ builder or slinger/ slinger x2/ warrior. Then comes a monument followed by more military and settlers.
From experience I would say one of the most important "properly" properties is moving them one tile at a time and always thinking twice before they use their last movement point/s.but they can do A LOT if used properly.
The main issue is they do not loose their vulnerability factor. The AI still targets them and they are squishy still.they can be beastly once they become rangers.
From experience I would say one of the most important "properly" properties is moving them one tile at a time and always thinking twice before they use their last movement point/s.
Another "properly" is using them as a sacrifice unit to stop your 3 promo archer dying. I often build one as a flank, support & sacrifice unit.
The main issue is they do not loose their vulnerability factor. The AI still targets them and they are squishy still.
I rate an un-promoted scout as 8/10 for usefulness and a promoted ranger as 4/10. I will never build a ranger as their value is away from cities unless still being used sacrificially and most of my time is spent around cities.
I am now using a scout opener 95% of the time.. the 5% is when I suspect I am on an island. There is the odd time two enemy warriors start walking toward my territory and I will change that build to a warrior.
I have played rangers enough now, to me when they die it feels like I lost a competition in building a wonder. Too much expectation smashed on the rocks of despair.
Careful movement is a must, and I agree completely on using them as sacrifices, although I'm still getting better at that. I find that I can usually do that multiple times because (at least initially) they can take a hit, retreat, heal repeat. Something I've over-looked until now is that they also exert ZoC, including to lay siege. Inevitably it's going to get killed, but it can keep the momentum going at the beginning of my push while I'm rounding out my army. Up until now I've mostly ignored the double recon card, so in my last several games I've been using Greece so I can get away with over-using it. I see exactly what you mean; by the time it gets three promotions it's my baby and feels WAY more important than any one unit ever could be. Then again the whole point of playing this way is to give me an idea of exactly where the usefulness ends and the novelty begins. I'm already sure it isn't worth investing heavily in but I think that as I get better at using scouts it may (occasionally) happen naturally that I have highly promoted recon unit.
Usually followed by forward settling you if you accept their DOF request. I find it easier to refuse the DOF and capture the settler.Not only that, (on Emperor), I frequently have most Civ's ask ME for a DOF. It usually goes meet, exchange elegations (they go first), and DOF (they request). This happens all the time unless I have DOW'd another Civ. If I don't DOW the AI (usually from encountering/stealing a worker or Settler), I have found (since the last patch), that most Civ's start out wanting to play nice. Even stranger, last couple of games, Civs I have encountered, refused to invite to capital, accepted a delegate without sending one back, STILL request friendship. Perhaps this is do to my stile of play, which minimized early wars?![]()