How to deal with Exiles

Sneetis

Chieftain
Joined
Jun 21, 2021
Messages
26
Hi guys, I just got the current SVN version, and there is one very very annoying exile terrorizing my lands. (Still mid/early prehistoric era)
He is meticulously deytroying every single improvement and trail i built, being very thorough.
I have no access to any unit with see invisible yet whatsoever and probably won't until i have researched nocturnalism or canine domestication. It will take a LONG time for me to reach that tech level, though.
Also, I have not even built the exile practises building, so the exile must be from another nation that is nearby (3 - 4 tiles)?

Anyway, it feels really bad to be so severely punished for the AIs "mistake", is there any way of dealing with this phenomenon in future playthroughs?
 
I am not playing with Hide and Seek, however, I managed to solve the problem!

The basic "scout" unit, which is available at, I think, tracking (or relatively early in game) can ALSO see invisible. I had relied on dogs before, and since I use exlusively hunters for exploring, I never even built the old scout unit.

I now routinely leave 1 scout in every city which lets me see the Criminals and fight them with units in the prehistoric age.

Would you recommend turning Hide and Seek on? Does it have a big impact in games up to medieval age?

Thanks
 
I am not playing with Hide and Seek, however, I managed to solve the problem!

The basic "scout" unit, which is available at, I think, tracking (or relatively early in game) can ALSO see invisible. I had relied on dogs before, and since I use exlusively hunters for exploring, I never even built the old scout unit.

I now routinely leave 1 scout in every city which lets me see the Criminals and fight them with units in the prehistoric age.

Would you recommend turning Hide and Seek on? Does it have a big impact in games up to medieval age?

Thanks
I think we did intend the scout that ability at that stage, yes.

I feel the game really only strikes the appropriate pro/con balance for invisible units where it's not all or nothing to whether they are useful or not if you have H&S on. However, some find the option more complex than they care to attempt to understand and its designed to obfuscate and make very difficult to judge whether units will really be hidden or not so as to be a little challenging in that regard, almost to the point that you should let go of trying to calculate and just start making guestimates instead so as to feel a little more like risk evaluations aren't a totally sure thing.
 
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