BlackWizard
King
- Joined
- Dec 14, 2010
- Messages
- 673
Let's say send out your unpromoted East-Going Zax at T0. He has a sight range of 2, there are 5 tiles on his leading edge of vision, and he as moves 2 hexes each turn he is unfogging 10 new hexes. My West-Going Zax spends 15 turns getting to +2 vision. When he starts moving his leading edge of vision is 9 hexes, and unfogs 18 new hexes when he moves. But at T15 its 0 hexes to 150 hexes in your guys favor. Looks pretty good, no?
At T30, your is still winning, but now the score is 270 to 300, and you can see where the math is going...
Absolutely this is true. Which is why I framed my question as I did! (As an aside, this being true is the only reason scout-monument-scout might be competitive with scout-scout-monument.)
A scout camping a CS for a worker needs at least +1 vision. Scouts looking to steal workers from AI really need +2 vision. You are not helping your argument!
Scouts really need the +2 vision to be most effective. But when is the least-bad timing to pause scouting to do that?
Your calculations are off. In very ideal situation you can get +2 visibility(+ moderate amount health) in only 15 turns! It very rare to get it so fast...30xp is 15 shots from archer or 6 melee attacks. One melee attack almost kills scout even on hills so you have to back away and miss one turn helaing. More realistically it will take at least 30 turns to get 2 vision. During those 30 turns most ruins are gone and you get no ruins benefit. However it is beneficial to get +2 vision at some point after ruin scouting is done