How do you use outposts?

Do you use outposts?

  • Yes, in every game I play

    Votes: 4 8.7%
  • Sometimes

    Votes: 7 15.2%
  • No, never!

    Votes: 35 76.1%

  • Total voters
    46

Athelstane

Chieftain
Joined
May 21, 2002
Messages
63
Location
Norway
I never build outposts as I have more use of the worker than making the outpost. When I have built one, I`ve guarded it with a unit, but the unit can see as far as the outpost. In other words, what is it with the outpost? Any tips on how to use them?
 
I never use them either. I think I tested them once, and they only give you extra vision (above what a unit would give you) if the outpost was built on a mountain, IIRC. I think sometimes the outpost might let you see over a forest tile or something that a unit wouldn't, but those cases are rare for that the extra 1 or 2 tiles you can see will make any difference.

Outposts are not worth a worker that early in the game.

If there were units that you could use to build these outposts, and they didn't cost you the population points that a worker does, I may use the outpost feature more often, to warn me of when a stack of enemy units are coming my way. Can barbs destroy the outposts? If you have to guard it with a unit, why even build the outpost? Just leave a unit there, especially if the outpost isn't giving you any more vision.
 
The outposts were meant for multiplayer. The only use I can see over using a unit is if there's no hill/mountain around and you don't have to pay upkeep for it.

Other than that I find them still useless.
 
I guess, I don't even see their use in multiplayer. I can't think of any situation where I would rather have 1 extra visibility over an active worker.
 
Never build outposts, though I do, often, build radar towers after I've captured enough AI workers to handle my pollution problem. Heh.


Later!

--The Clown to the Left
 
Never ever. Like you guys say, not worth the worker. But i usually put up radar towers after capturing many AI workers.
 
I also use captured AI workers when building radar towers.

When I capture AI cities I starve them down to avoid culture flipping, one way of starving them more quickly is to build loads of workers, then use them to build radar towers everywhere!
 
If they'll work as civilopedia states, I'd consider building them... sometimes. Until they are fixed in a patch, I'll never do that.
 
I DO use outposts as often as possible when I find a good location for them. I always use a captured worker to build them, though and it takes three turns instead of one. Any mountains in your territory that are three tiles from a rival city are good locations for outposts, since they show you at all times the best defender guarding the city.

But yes, according to the mini-manual outposts are supposed to let you see four tiles away on a mountain, three tiles on a hill, and two everywhere else, but it's really three, two and one... resulting in NO extended vision at all on flat terrain... probably an error that needs to be fixed.

They are also useful on coastal mountains on the very edge of your border or just outside of it to give you a nice view of the sea and ocean beyond.

What is a unit's field of vision on a mountain? Is it not two tiles away? While the vision with the outpost is three tiles away. I disagree with the unit being able to see as far as the outpost.

Any outpost that gives you an expanded view of a rival's territory is indeed useful in wartime, but yes, they do need to be protected.

The thing I hate most about them, though, is they are automatically destroyed if an enemy unit takes the tile they are on. I think the enemy should first have to occupy the tile then pillage just like any other improvement. Any out post you have is sure to be targeted in war.
 
Originally posted by skywalker
I don't even build radar towers. I find that F-15's are good enough cover :D

I thought radar towers gave you an 50% attack/defence bonus...:confused: :confused: :confused:

Originally posted by marceagleye
What is a unit's field of vision on a mountain? Is it not two tiles away? While the vision with the outpost is three tiles away. I disagree with the unit being able to see as far as the outpost.

Thanks for the correction, I`ll try it in my next game. But then it is only useful on mountains?
 
I can see using outposts on higher barbarian settings. For example, I just had to defend against a storm of dozens of barbarians. Unless I am mistaken, if you have an all your land covered, they don't pop up. Except, of course, ocean landings. So, I could see, If you were so inclined, that using a slave worker to build an outpost might save you a patrolling offensive unit and/or give you extra warning when barbs came.
 
Radar towers only effect ground combat.
Isnt it annoying when a friendly civ's RT overlaps on your next enemy town. They still get a bonus. Guess I do as well but its always harder to displace a defender so they get the better end of the deal.

Oh what's an outpost?? LOL..
 
I have never built and outpost and see little reason to do so. I agree with Bamspeedy, a unit is just as useful and can be moved. I do build radar towers on occasion but I always use my workers for it.......why pay the upkeep when I have plenty of AI slaves to do the work for free.... The exception is when I am an industrious civ....the added work speed is worth the upkeep to me.
 
Outposts are pretty poorly implemented imo. They serve no real purpose. It would be far better if they gave defenders a 10% bonus within a two square radius, and didn't absorb a worker. It wouldn't be unbalancing if it took 5+ turns to build... as it is they're useless. They wouldn't even be worth building if they didn't absorb your worker!
 
I had one game where they were useful. I was stuck on a small island by myself. Building a radar tower happened to make the difference in contacting Germany on the mainland much earlier and getting map making a lot sooner which was pretty important in that particular setup.

It was a pretty rare scenario. Building them when stuck on a small island to increase visual range (in the hopes of making contact or at least knowing which direction to go for contact when you do get boats) is probably the biggest use of them that I can think of - and this is only early on before your cities view expands.

Actually, do they supress barbs? Could you set some unmanned in the backlands? Not sure if this is worth it in terms of workers, but it might be in some cases. Raging barbs in Deity perhaps
 
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