Scouts and Explorers becoming Diplomatic Units

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.
 
Except that, if we gave them the cannot attack + withdraw from melee promotions, they would not be appreciable as a frontline for your archers.

G
I'd much rather see fortification removed. In my opinion, no attacking is worse than invisibility and full sight when it comes to reworking the scout role. It would definitely cement them as nothing but an explorer though.
 
Great post by crazyG, the scout really needs just a bit more combat strength to be able to do its job.

Though at the same time, its not a terrible idea to just make scouts cheaper overall. Either lowering maintenance or lowering the production cost would make the unit worthwhile.

It definitely is okay for a unit to go obsolete, or for it to be weak. It is just a matter of making situations where the scout becomes remotely useful into a good investment. There are a lot of cool tricks to do with the scout even as it is, but as a player, its quite hard to be excited with all the advantages the ai gets. Asymmetrical games are kind of troublesome to handle hahaha
 
Last edited:
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.
Well if your scouts are out exploring then you're probably not going to need them upgraded any time soon. I think the proposal for movement+chance to withdraw would keep your adventurous scouts out for a long while before CS become a problem. The only real issue is the lack of actual models for units.

A few changes have been proposed that are all relatively simple:
Remove double terrain and replace with +1 movement I-II along with chance to withdraw from melee. III remains with ignoring ZOC and use enemy roads.
Survival remains the same with chance to dodge ranged replacing melee withdrawal at the end.
Scouting III for full visibility at all times.
-33% CS to non-barbarians.

I don't see how getting rid of double terrain would hamper their exploration use all that much. I've had plenty of starts where I wished I could have some extra movement due to an open terrain start. A single unit between Scout and Explorer would be the only addition for this to work without messing with CS. Survival and Scouting would be the line for early war roles with full visibility and chance to dodge ranged attacks. Too much aggression regardless? Remove fortification and up withdrawal chance to 33% per promo. Survival can come up later in favor of early recon and movement, keeping behind-enemy-lines work for later use. No need to mess with early exploration in that case.
 
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.

Then why don't we just make scout be available on a little late, not on turn 1? For example, if 9 or 10 CS scout is available on Sailing, they wouldn't be that OP and not be fragile as well. Also, they can embark immediately and it makes Sailing be more attractive, which is nice imo. To be fair, surely, take starting scouts away from AI, too. I think it will make early exploring more fun because now I actually can get ruins. Other interesting improvement opinions are good too, but I'm okay with little stronger, later scout.
 
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.

I still fail to see how a unit that flees at least half the time it's attacked makes a good wall. Zone of control, absolutely, maybe scouts could have their ZoC removed, I mean logically a unit that can't attack should probably not be providing ZoC in the first place.
 
I still fail to see how a unit that flees at least half the time it's attacked makes a good wall. Zone of control, absolutely, maybe scouts could have their ZoC removed, I mean logically a unit that can't attack should probably not be providing ZoC in the first place.
That's actually a pretty great idea. Full support from me on that because that sounds like the perfect solution to make them less important as full melee. There, annoying, but not totally impeding your goal. Without making them totally useless in war to boot!

Edit:
Oh and keep the attack pls
 
I still fail to see how a unit that flees at least half the time it's attacked makes a good wall. Zone of control, absolutely, maybe scouts could have their ZoC removed, I mean logically a unit that can't attack should probably not be providing ZoC in the first place.
Ok, since you advocated realism earlier, help me understand what is realistic about scouts beating warriors and spearmen in direct combat. Not talking about evasion, a scout will handily defeat 2 warriors with the suggested change.

Edit-
Are you also suggesting we remove CS intimidation? Because that is necessary.

And you probably need to not let scouts pillage improved tiles, otherwise this borderline invincible unit can trounce all over the AI's land early game. His warriors won't attack me because they lose, and even if they do I can withdraw. Can scouts still capture civilians?

If it can't do these things it becomes the only unit which can be in combat but not do them. It just seems to me that a much simpler solution is available. Give him +4CS at some classical era tech, and leave the rest as is. Why change a bunch of things which are working just fine?
 
Last edited:
Ok, since you advocated realism earlier, help me understand what is realistic about scouts beating warriors and spearmen in direct combat. Not talking about evasion, a scout will handily defeat 2 warriors with the suggested change.

Edit-
Are you also suggesting we remove CS intimidation? Because that is necessary.

And you probably need to not let scouts pillage improved tiles, otherwise this borderline invincible unit can trounce all over the AI's land early game. His warriors won't attack me because they lose, and even if they do I can withdraw. Can scouts still capture civilians?

If it can't do these things it becomes the only unit which can be in combat but not do them. It just seems to me that a much simpler solution is available. Give him +4CS at some classical era tech, and leave the rest as is. Why change a bunch of things which are working just fine?
Ehm, they've trapped the area? They wait in ambush, they know they're coming?

Also I think you're severely overestimating how tough these guys will be, I mean it's not like immortals/pictish warriors/hoplites are impossible to kill by any means., even if you're using warriors and archers.
 
Ehm, they've trapped the area? They wait in ambush, they know they're coming?

Also I think you're severely overestimating how tough these guys will be, I mean it's not like immortals/pictish warriors/hoplites are impossible to kill by any means., even if you're using warriors and archers.
Since you didn't answer I'll just repeat the question. Why should a scout be twice as strong as a warrior? Why should it be stronger than a spearmen?
 
I kind of just want the scout to be able to survive a barbarian horseman. I don't think there isn't much of a reason to have more combat strength than for that scenario.

I would be fine if the scout just had 7 combat strength (a bit more than a warrior), and those defensive perks. Any more would be excessive without reason.
 
This seems like a no-brainer to me. Crazy CS on starter scouts is weird and totally unnecessary. No amount of retreating would make that less awkward. Is requesting a new model from somewhere totally off the table? Scouts already become obsolete quick enough that I don't see how a new unit would make the upgrade button so detrimental.
 
I still fail to see how a unit that flees at least half the time it's attacked makes a good wall.

I believe the chance to withdraw drops if there are less tiles to withdraw to, and if there are no free tiles adjacent to them they won't be able to. Based on terrain and unit placement it might be possible to game.
 
Since you didn't answer I'll just repeat the question. Why should a scout be twice as strong as a warrior? Why should it be stronger than a spearmen?
How can you repeat a question you never asked in the first place.
 
How can you repeat a question you never asked in the first place.
http://www.dictionary.com/browse/paraphrase
Don't be that guy. I'm not going to debate grammar.

How about you just answer the questions or admit your wrong? Because you are wrong on this, its not even debatable. Cities states are going to be terrified of scouts. Which is going to break all early game balance, its completely nonsenical

Trying to add retreating as a downside to balance their broken combat strength just makes the problem worse.
 
Trying to add retreating as a downside to balance their broken combat strength just makes the problem worse.

Exactly. G said that my latest proposal (which I'll paste below to be clear) was elegant except for being slightly uncomfortable with them gaining strength at iron and steel working.

That's compared to @Funak's suggestion which in order to avoid adding strength though tech: More than doubles base CS, removes the ability to attack, adds base retreat, requires removal of ability to intimidate City States, and probably requires that you remove their ability to pillage or capture civilians.

So because you didn't want them to be the only unit in the game to gain CS at eras you make them one of the only military units that can't attack, one of the only ones with built-in retreat, (normally very rare) the only one unable to intimidate City states, and one of the few that can't pillage or capture civilians. Smart.

-----

If you want what I think the lightest touch is that will produce a useful scout:

Reconnaissance (old): Gains XP from revealing Tiles, up to 100 XP.
Reconnaissance (New proposed): Gains XP from revealing tiles, +1 for ending the turn for every enemy in sight (max 5xp), in enemy lands and 5 from pillaging tiles. No max.

Unit changes:
Scout:
  1. Penalty to attacking non-barbarians, -33%.
  2. 3 sight base
  3. +4 CS at iron working and steel working. (They'll never attack well, but they can actually defend this way. This also keeps them useful without being OP at any point, or requiring more units. Explorer doesn't get these bonuses, but could be looked at if it's weak.
  4. If possible, production/gold cost increases at iron and steel.
Explorer:
  1. Sight 3 base
  2. Embark Oceans immediately.
---

The purposes are the following:

Reconnaissance changes are needed to allow building more than 2 scouts. You just can't level them up otherwise.

CS scaling to avoid being OP or UP at any point.

Penalty attacking non-barbs to avoid messing with early game barb balance (good as is) and avoid being potentially too good in wars.

I'd like to see the promotion tree reworked, but it doesn't NEED to be.

I'd also like to see them able to move through closed borders, but they don't NEED to.
 
Exactly. G said that my latest proposal (which I'll paste below to be clear) was elegant except for being slightly uncomfortable with them gaining strength at iron and steel working.
This is a valid downside, in theory the mod was supposed to be feature frozen a month ago, we are adding something new. But I think this change is overall worth it. While not the biggest deal, its pretty lame to have to delete a tier 4 promoted scout. I think this bonus CS would address that problem while having the fewest undesired consequences.

Your proposal looks good to me. I think we can probably only buff them once though, its okay for scouts to be bad for a short while in medieval. Scouts getting to higher CS than a spearmen seems off to me (there can still be many spearmen around when steel is invented). I think #4 is unnecessary as well
 
Exactly. G said that my latest proposal (which I'll paste below to be clear) was elegant except for being slightly uncomfortable with them gaining strength at iron and steel working.

That's compared to @Funak's suggestion which in order to avoid adding strength though tech: More than doubles base CS, removes the ability to attack, adds base retreat, requires removal of ability to intimidate City States, and probably requires that you remove their ability to pillage or capture civilians.

I know that you people love making things up, but I've not suggested 12 CS, G suggested 12 CS.
I only ever suggested removing their ability to attack make them compete less with warriors, I also said from the start that I don't like the idea of units gaining combat-strength at techs.


Now I'm really tired of you two, so I'll drop out of this.
 
I know that you people love making things up, but I've not suggested 12 CS, G suggested 12 CS.
I only ever suggested removing their ability to attack make them compete less with warriors, I also said from the start that I don't like the idea of units gaining combat-strength at techs.


Now I'm really tired of you two, so I'll drop out of this.
If you genuinely also opposed the 12 CS suggestion you should have said so when directly asked to defend it. I cannot see another way to interpret your responses, this isn't a conspiracy

If you are consistently misunderstood it isn't others making things up, its your own posts being extremely unclear, partially due to you choosing not to reply to clear, specific questions
 
I think we can probably only buff them once though, its okay for scouts to be bad for a short while in medieval.

Only buffing them once would leave them at 9 CS vs knights and longswordmen. IDK about the longswordsmen, but I think Knights could 1 shot them even at Survivaism 3 and I'm not in favor of that. I don't think they'll be stellar in that timeframe even if buffed at steel, so I'd rather do that.
 
Back
Top Bottom