• Civilization 7 has been announced. For more info please check the forum here .

Modded Okitchaw With 4 More Strength. Makes a HUGE Differences

Getting Lvl 3 is very very hard with recon units.

Interestingly enough, I haven't found this to be the case. My biggest problem has been losing them when I wasn't paying attention and they get killed in a battle [usually with barbarians] that I didn't really plan for. I often send two scouts out together, which with the flanking bonus can help both stay alive while exploring. With the barbarian hordes that can be generated now, especially the horsemen, it also often requires another unit in the early game to help keep them alive long enough to get that 3rd promotion. I also play with the unlimited experience mod which helps with the experience since I don't warmonger, so generally the only experience increases are from barbs and the various exploration points.
 
IMO the scouts aren't meant to be used as a standing army.

They're meant to do what scouts are: explore. Use them to find paths for traders, meet other civs and scout out their territory, get goody huts, and explore locations to settle (and perhaps squat to prevent the AI from settling).

The Cree's units are strong enough to fortify against barbs and to garrison a city. Garrisons have been buffed in R&F (via policies for loyalty and amenities) for which scouts are well suited.

If you have barbs or a civ close by you will still need to build an army. Though The Cree's units are great at chasing down barb scouts or slingers.

I prefer to make The Cree units into promoted corps/armies and then eventually when they're upgraded to rangers or spec ops they will have level 3 ambush, turning them into formidable paras.
 
The Cree's units are strong enough to fortify against barbs and to garrison a city. Garrisons have been buffed in R&F (via policies for loyalty and amenities) for which scouts are well suited.

Regular Scouts are slightly better at this, though, due to their lower production cost. Not that it's a big difference later in the game. The city has a minimum base strength based on your highest level melee unit, so whether you have a regular Scout or a Cree Unique Scout wouldn't impact the defence strength of the city.
 
Superscouts don't work on Diety due to the AI's +4 combat bonus.

Hence the buff to keep them comparable to the AI's combat bonus.

... I'm honestly baffled.

Isn't the point of Deity to have an increased challenge? Why mod a unit specifically to cancel out that challenge? Why bother playing Deity in the first place?
 
The unit is very playable as is, but I think it should be the same price as a regular scout, and Poundmaker should start with one instead of the standard warrior. That would make it a very substantial bonus without being over-powered. Then again, The Cree are very competitive as it is. The unique scout IS disappointing but the civ doesn't really need a buff. I'm going to try this mod though, because it looks like fun.
 
They should buff that card that boosts experience to also be able to produce scouts faster.

Also I'm not fond of overly strong early units anyways.

I agree with that +100. Shoot. You should be in game design.
 
Interestingly enough, I haven't found this to be the case. My biggest problem has been losing them when I wasn't paying attention and they get killed in a battle [usually with barbarians] that I didn't really plan for. I often send two scouts out together, which with the flanking bonus can help both stay alive while exploring. With the barbarian hordes that can be generated now, especially the horsemen, it also often requires another unit in the early game to help keep them alive long enough to get that 3rd promotion. I also play with the unlimited experience mod which helps with the experience since I don't warmonger, so generally the only experience increases are from barbs and the various exploration points.

That mod of course makes it a zillion times easier...
 
The unit is very playable as is, but I think it should be the same price as a regular scout, and Poundmaker should start with one instead of the standard warrior. That would make it a very substantial bonus without being over-powered. Then again, The Cree are very competitive as it is. The unique scout IS disappointing but the civ doesn't really need a buff. I'm going to try this mod though, because it looks like fun.

You need that starting warrior to kill barb camps.
 
You need that starting warrior to kill barb camps.

Completely disagree. Starting with an Okitchaw would give me a big boost. I usually don't clear barb camps until after I have the eureka for archery. Barb camps aren't nearly as theeatening as some people make them out.
 
Starting with an Okitchaw would give me a big boost.

TBH you only really need to kill any barb scouts so the barbs don't get woke. The Cree's unit is gonna be faster and stronger so it shouldn't be any problem.

BUT if you do need to walk your settler then maybe you will want a warrior instead...though I think The Cree's unit is strong enough to escort a settler.
I second the motion for The Cree to have its scout as a starting unit.
 
I think the Cree should start with a scout and a warrior.

If the Cree received scout instead of a warrior, that would put them at a huge disadvantage. That first warrior is essential for clearing early barbs and early war (both those started by others and those started by you).

Getting a scout unit, in addition to a warrior, would not be too powerful, and would be a unique ‘bonus’ for the Cree. It would also offset the additional cost of the Cree’s scout (because you get your first for free), so the unit wouldn’t need a discount or any buffs.
 
I think it'd be neat if Okitichaws got the old Shoshone bonus of picking a goody hut bonus. That might make the Cree too op (they're already very good), but there's no denying that that Shoshone bonus was a lot of fun and interesting -- especially getting three composites archers and attacking everyone :p
 
Top Bottom