Scouting in Multiplayer

How many scouts do you normal create?

  • None, I like to pretend I am blind

    Votes: 0 0.0%
  • One, and I try to keep him alive the whole game

    Votes: 7 50.0%
  • Two to satiate my voyeuristic tendacies

    Votes: 5 35.7%
  • I have more scouts than what you see in a line at a Girl Guide kissing booth

    Votes: 2 14.3%

  • Total voters
    14

Noitcelfer

Chieftain
Joined
Sep 27, 2011
Messages
17
So what's everyone's opinion about scouts in multiplayer? Do you think they are less valuable than single player? the same? more? How many scouts do you normally make? Of course, this is all map / settings dependent, so let's frame this is the typical 6/Pan/FFA/Quick/Default CS/Barbs/Ruins game.

Scouting is crucial in single player (especially on the higher difficulties), but some of the advantages are just not there for multiplayer, e.g. you can't "mechanically" exploit human opponents for Open Borders / Lux Selling / RAs.

I'd be interested to hear from anyone that builds more than one, or doesn't build any (perhaps a warrior instead as Aztecs, since they get the forest-boost and upgrade nicely)?

I normally go with one scout. When I have experimented with 2, I've had some good (huts and CS easily made up for the delay) and frustrating experiences (no dice). I think it's a bit of a gamble in the same way Wonders are.
 
I can build 1 or 2 of them. 1 can go very far and search for unfound ruins and civs. For 4 players map, 1 is often enough because the map is smaller. Around turn 20-25, you probably want a scout going back close to your home and watch eventual rushes.

But around that time, it's the time to steal a worker too, if cs are enabled. A second warrior can do the same job.

For other types of map, 1 scout is generally enough.

There was nothing satisfying my taste in the poll, so i didn't vote.
 
I can build 1 or 2 of them. 1 can go very far and search for unfound ruins and civs. For 4 players map, 1 is often enough because the map is smaller. Around turn 20-25, you probably want a scout going back close to your home and watch eventual rushes.

But around that time, it's the time to steal a worker too, if cs are enabled. A second warrior can do the same job.

For other types of map, 1 scout is generally enough.

There was nothing satisfying my taste in the poll, so i didn't vote.

Speaking of worker stealing, how come a barbarian archer can steal my worker, but an upgraded scout-archer can't steal it back!
 
if barbs are on scout is useful to defend with the warrior, another reason to bring him back

i often lose a weakened scout to an enemy or barb, so i'll build another if the map is rough terrain heavy
 
I build about 3 to support my first warrior in early combat. 2 scouts and a warrior can take another warrior easier.
 
Speaking of worker stealing, how come a barbarian archer can steal my worker, but an upgraded scout-archer can't steal it back!

If the worker is alone, you can capture it with your archer. Don't move with your mouse, use the ''move'' icon on your left.
 
I learned 3 days ago that barbs can't spawn and move on the same turn in sp mode, but we all know they can in mp mode. Weird.
 
I did not vote either because it is so situational. If I find out that I think I am alone on my area I will typically build less. If I have a close neighbor I will build one everyonce in a while. Good scouting is key to winning a war as we all know.
 
If the worker is alone, you can capture it with your archer. Don't move with your mouse, use the ''move'' icon on your left.

Wow! Really? That's incredibly useful. I feel like such a noob :crazyeye:

Does that work with normal archers as well?

This probably explains why sometimes my ships "shoot" at embarked units, and other times they just destroy them outright.
 
Wow! Really? That's incredibly useful. I feel like such a noob :crazyeye:

Does that work with normal archers as well?

yes

This probably explains why sometimes my ships "shoot" at embarked units, and other times they just destroy them outright.

Another icon, the ranged icon, have also a nice function. If you try to attack with an archer a human unit that moved before you attacked :

With mouse, your unit moves instead and can fall in a dangerous position. With the icon, your unit don't move at all. It's ''safier'' to use the icon if your unit is not surronded by other units. If you want a fast move for the next turn you probably gonna use your mouse, but at your own risk.
 
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