I really don't think making a unit available on turn 1 with 12 CS is a good idea, even if it cannot attack. It makes a fantastic wall and a very powerful tool to set up zone of controls. Combined with +25% defense promotions and access to a ton of experience early on, I don't see how it dies. After exploring for a few turns its going to defend better than immortals do. Not to mention how good its going to be at getting tribute. I don't see how those complaining unrealisticness on other issues can accept this. Anyone who has played as Persia knows how easily a 12 CS unit intimidates city states, and this one is cheaper to build, available to all, available earlier, and moves faster.
This thread keeps looping back to same thing. Scouts lose their usefulness in classical, a major reason why being low CS. Even if you can withdraw from melee you get chewed up by ranged units. I know exactly what tu is talking about with the 5 vision scout and others have mentioned using it as a medic. In really dense terrain its a guy that can move 4 spaces, spot units, set up flanks, or zone enemy units. These are strategies that almost work, just like in real war it can be worth spending resources on recon units with limited combat options. If you hold out till explorers you get a pretty good unit; 14 CS is enough to attack ranged units. Explorers are fast enough to get flanking bonuses and reposition to set up ZOC or do medic duties in the same turn.
These tricks are pretty cool, but its generally more interesting that it is useful. Its generally just not worthwhile to keep a scout and pay maintenance. Its risky to use him as a spotter because he is so fragile, his death will cause war wariness, hurt your war score, and possibly give your opponent yields or healing. The gold lost is a big deal that early on. The only exception I find is Authority, since you can use scouts as a garrison, but I don't build scouts that often if playing aggressive.
It might not be that elegant to give +3 or +4 CS directly in the tech tree, but its a simple solution that will probably fix the issues without creating new ones. Alternatively you could make a unit half way between scouts and explorers, which I don't hate but as many have mentioned it could be a pain to actually upgrade them.
Ideas such as providing open borders earlier, reduced maintenance, or diplomatic options are worth discussing, but I really think the core comes down to combat strength.
This thread keeps looping back to same thing. Scouts lose their usefulness in classical, a major reason why being low CS. Even if you can withdraw from melee you get chewed up by ranged units. I know exactly what tu is talking about with the 5 vision scout and others have mentioned using it as a medic. In really dense terrain its a guy that can move 4 spaces, spot units, set up flanks, or zone enemy units. These are strategies that almost work, just like in real war it can be worth spending resources on recon units with limited combat options. If you hold out till explorers you get a pretty good unit; 14 CS is enough to attack ranged units. Explorers are fast enough to get flanking bonuses and reposition to set up ZOC or do medic duties in the same turn.
These tricks are pretty cool, but its generally more interesting that it is useful. Its generally just not worthwhile to keep a scout and pay maintenance. Its risky to use him as a spotter because he is so fragile, his death will cause war wariness, hurt your war score, and possibly give your opponent yields or healing. The gold lost is a big deal that early on. The only exception I find is Authority, since you can use scouts as a garrison, but I don't build scouts that often if playing aggressive.
It might not be that elegant to give +3 or +4 CS directly in the tech tree, but its a simple solution that will probably fix the issues without creating new ones. Alternatively you could make a unit half way between scouts and explorers, which I don't hate but as many have mentioned it could be a pain to actually upgrade them.
Ideas such as providing open borders earlier, reduced maintenance, or diplomatic options are worth discussing, but I really think the core comes down to combat strength.