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Make scouts useful

Scouts are good.

1: They synergize well with the garrison+1 amenity card, no maintenance and cheap garrisons.

2: They synergize well with the corps/army eureka. If the condition is hard to form a corp/army using front line units, you can always fulfill those eureka with scouts.

Your question is mainly "Why are scouts so bad in combat?" Well, why do you wish scouts to have good combat skill?
 
Scouts suck because there's no scouting. After you glance at an area you don't need to see it again EVER. Your one scout in 3000 BC will let you know that China build an aqueduct in 2500 years, and that it has oil in almost 5000 years.

You don't event to see if they have the oil tile because of the leader training screen. I feel like there version of civ or call to power where your view of tiles you don't have sight of a tile.

Scout class should be the anti-ranged unit. That would give units after scouts a purpose.
 
When i say scouts i refer to the entire line of scout units, not just the scout. The entire scout family is not fine as ive mentioned in earlier posts.

I compare scout to l cav because l cav does everything a scout does. Again, if the highlighting trait of a scout is its cheaper cost then it is a boring unit that deserves some work.

People mentioned starting with terrain ignore and that is great. Anythin is better than a scouts defining trait being cheapness.
 
They should make survey also give +50% production to recon units; I bet most people don't even know what that card even does.

Scouts are still useful for cheap garrisons in captured cities, and of course for scouting. Skirmishers and beyond are awful though and need better stats or more abilities. Maybe they could make skirmishers and beyond ignore terrain and receive double rewards from huts.

Skirmishers should be a unit that can do things. They should get a bonus against ranged and artillery.
 
Skirmishers should be a unit that can do things. They should get a bonus against ranged and artillery.

I do agree. They should be able to do things. Bonus vs. ranged and artillery is already covered by cavalry, though.

Scouts should be able to do other things. And they are! Their thing to do is “hit and run”. Small needle stings in a surprise attack and then retreat into safety. This is a concept not represented in any other unit class and this is, why I like this class.
If only there were a tiny bit better and more useful in what they do. And this is, why I suggested the re-implementation of Civ5’s retreat mechanic and the increase in XP gain so they are able to fulfill their unique role earlier in their short and dangerous life.
 
I do agree. They should be able to do things. Bonus vs. ranged and artillery is already covered by cavalry, though.

More than one unit can be effective against a given unit type. Skirmishers are supposed to be cheap, unlike cavalry... and cavalry should counter skirmishers too btw.

The main point of light cavalry is being able to pick your battles rather than to counter any one unit type.
 
Skirmishers should be a unit that can do things. They should get a bonus against ranged and artillery.

That makes me think of the role of skirmishers in the Napoleonic wars, especially the British Army's Rifleman who were used on the battlefield to target French officers. Perhaps the ability to kill Great Generals? A little bit niche though.

And am I imagining things, or did Civ 4 have an explorer unit? It's always been one of my bugbears that in Civ 6 you can send your scouts through the ice and through the desert in 4000BC, something that in reality humans have only been able to do in the last ~150 years. Make those tiles inaccessible to all units (maybe -25% health per turn?) until scouts can be promoted to explorer in the Industrial Era.
 
It would be nice if we could upgrade recon class units outside of friendly territory. By the time skirmishers appear, my scouts are usually miles away, so I'll just leave them to auto-explore until they die in a barb ambush.
 
It would be nice if we could upgrade recon class units outside of friendly territory. By the time skirmishers appear, my scouts are usually miles away, so I'll just leave them to auto-explore until they die in a barb ambush.
You can do this within your allies' open borders. That goes for CS as well.

Seriously you guys are complaining that a unit, that is for merely exploring, is not overpowered enough. Most scouts can survice through the whole game without needed to be upgraded, provided you are careful and value your scout appropiately. If anything, just get rid off the Skirmisher and Ranger but then again, no one is forcing you to build them.
 
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I agree that all in all scouts 'first in lines' are OK just boring. At least they should have the see through terrain for free. And be included in agoge or bonus prod in the dble xp.
Now the rest of the line is the opposite, they are not boring conceptually, skirmishers or spec ops are interesting, they are just grossly underpowered. Shut down the cost, increase melee power to make them survive while they would deal less damage than their contemporary rangeuunits would be fair.
 
Scouts are good.

1: They synergize well with the garrison+1 amenity card, no maintenance and cheap garrisons.

2: They synergize well with the corps/army eureka. If the condition is hard to form a corp/army using front line units, you can always fulfill those eureka with scouts.

Your question is mainly "Why are scouts so bad in combat?" Well, why do you wish scouts to have good combat skill?
Neither of these things should be possible anyway. Some guys with sticks are not a garrison nor an army.

When i say scouts i refer to the entire line of scout units, not just the scout.
Might refer to them as recon then, as they are actually called. Just so you don't confuse those other guys.
 
Neither of these things should be possible anyway. Some guys with sticks are not a garrison nor an army.

So you're opposed to warriors and spearmen being able to do these too then?
 
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