News: TSG14 Announcement

A warrior and a scout swim at same speed.

Spoiler :
The "continent" that Greece and the Iroquois were on was accessible without Astronomy. You could get there without going over ocean tiles, by heading NW from Sidney (which was the City-State immediately to the W of the starting spot).

But what I really meant to say is that Scouts can do a good job of exploring territory once you actually get there. Not only do they move unhindered over rough terrain, they have +1 movement and +1 visibility promotions which help even more.

And getting a Scout to 30 XP (for both promos) isn't all that hard. If there is a Hill and/or Forest next to a Barb camp, you can park your Scout there and the Barb Warrior will usually attack you (eventually). Also, I try to find Barb Triremes and let them attack my Scout every turn for +2 XP while I regen +1 HP every turn (the Triremes will do 1-2 dmg per attack it seems).
 
Once a player has opened a save, they should not post in the announcement thread. That ends all chance of posting spoilers.
edit - not sure posting spoiler info in this thread within spoiler tags is really appropriate.

Once you have opened the save, please post only in the In Progress and After Action threads. :thanx:
 
Considering the fact that scouts can only be upgraded if they pop a ruin that converts them to an archer and there are no ruins, you'd be stuck with a scout for the whole game, if it doesn't die.

Fair 'nough. I was wondering about that actually. I rarely build scouts.
 
2 scouts depending on map are usually a very good idea, just for 1 purpose - SCOUTING - yes :)
There is allways something to scout - even on fractual map they are useful
Also early on I d never ever build a warri - it just takes to many shields to build- early turns are crucial - getting contacts with CS before ai does can generate lot of money to buy for example an early worker. So I d definatly build 2 scouts over 1 warri
 
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