Scouts=Useless

I build around 15 to 20 scouts in the early phase of my games right from the start. Settler/Marathon/no barbs/lucky huts=on.

I have been crushing the competition. I also turn all tech off so I can stockpile gold. That way, after I pop enough huts I can often pop compass. This is the killer tech where I now use all the gold I saved to uggrade my 20 scouts to Explorers.

Now I have a strength 4 unit that is impossible to pop a bad hut, and it has a movement of 2 and a strength of 4! Over powered..

Maybe I will write a strategy article on it sometime, as it's hardly ever let me down. I'm also sure it will work on deity because it ALWAYS seems to work in my noble/settler games.

And we shall call you Attacko
 
He's joking though... Although he speaks the truth...
 
The best time to build a scout is for exploring once all the land is filled and into the AI's land. Use it to scout out SOD's, wars between other AI's, and invasion plans pre-paper. When barbs are out the scout is worthless unless you're spawn busting backfill area. Always go worker first for early game and warriors afterwards for spawn bust and exploration when barbs are an issue.
 
Don't build them, but I often get them from huts. If my initial warrior pops a scout, the warrior goes back to defend my capital, assuming I haven't already built a defensive unit.
 
Wow! A five year necro of a pretty empty thread, and Obsolete channeling his inner-Troy? Entertaining. :goodjob:
 
wow...i never realized this was necro thread
 
wow...i never realized this was necro thread

I didn't notice it either. I don't mind necros though, since I usually haven't seen them before and the game mechanics haven't changed much (not at all regarding scouts). Maybe the Old Ones can teach us something.
 
wow...i never realized this was necro thread

Time to stop browsing the forums at work in a minimally sized window so you can see the dates on the posts eh?

...I'm not the only one who does this right....right?:p
 
I usually play mods such as Wolfrevolutions and RifE where scouts can be upgraded rather than dead-ending. That, to me, was a huge part of their "uselessness" with the base game.
 
I am beginning to get annoyed by these idiotic threads. So far people have been complaining about uselessness of slavery, scouts and machine guns - things that have tremendous uses in the game, as long as one is not a half-wit who tries to do with them something they are not supposed to do.

Scouts are not a military unit. They are there to move fast and they ensure you always get a benefit from a hut, never provoking barbarians. Fighting stuff with them is idiotic.

Cunning...so I use my Scout to Scout things out...hmmmm.
 
Although obs' sarcasm is mildly decipherable, scouts can be good. One thing that has not been mentioned is the use of scouts as supermedics. This is my late game use for them.

In the beginning of the game, scouts can earn their hammers back from goodie huts. But this only really works if you can pump them out fast. If you would rather pump up your population versus goodie hut exploration, then you may lose out. It is an opportunity cost.

Later on, you can use them to spawn bust. But don't expect them to hold off an archer. Of course, once you get writing, you can explore your enemies territory with them. And they are always safe in that environment.

As soon as I get my first great general, I put him on a scout. If that scout comes with 6 exp points, then I can get a supermedic with a movement of 3.

Scouts are an excellent buy in advanced start games, and are quite worthless in games where goodie huts are turned off.
 
Cunning...so I use my Scout to Scout things out...hmmmm.

^^^^^:lol::lol::lol::lol::lol: You are responding to a post made almost 6 years ago. Heck, that dude may not even be alive :lol::lol::lol:
 
The scout granted with hunting as a starting tech is half the reason I leave goody huts on. Feels like starting with hunting is an even bigger screw-job without the possibility of snagging a benefit from the RNG because of it.

Attacko-Obsolete, do you have any advice for mixing your explorers and elephants in an amphibious invasion force? I believe you have discovered the next generation of sea peoples!
 
I always build Explorers to explore the new world.
I rather not bother with scouts in the early game. I'm too busy massing Warriors/Axes/Settlers/Workers.
 
On one save ages ago, I once had a barb approach a badly defended city and had no time to build or whip anything - except a scout. Which saved my bacon :D

And as for scouts always dying out in the field - pah!
Spoiler :


Was probably on noble and had almost certainly used my free barb kill long long ago.
 
I understand analytically that Scouts are a suboptimal build but I still build one if I don't start with one. On huge maps, I like having one scout and one warrior unit "go long" at the beginning of the game to pop huts.

I play Monarch and I do not play optimally. (I only occasionally win... I tend to play for the moment and forget the long term plans, like culture or conquest. For example, I'll be in an amazing culture win map but I sometimes take a 28 turn detour to machinery instead of going after music and drama, just because I want my unit city to be able to build macemen... even when I need theaters built and I'm not going to war soon! ...Yes I'm admitting that I just did that today and realized after the fact that I forgot my war objective in the middle of an amazing map.)
 
Current game (which I shared here: http://forums.civfanatics.com/showthread.php?t=408906), I started as Shak on a four seafood start. With my opening Scout I saw what looked like a lot of open land, and built a few scouts while researching Fishing. Turns out there was A LOT of open land and huts out there, and in between dodging Panthers and Bears I scored many key techs, and a ton of gold from popping huts. Probably the only time I've ever started by building scouts, and maybe something I'll have to consider in the future.
 
After some thought, agree w/Farmboy. What's the point of having a scout if there are no huts? Tried playing some other leaders when I started and the first thing that turned me off was the ones who only started w/a warrior.

About the higher levels; I'm not here to compete, nor am I here to slam my head against a wall 9 games out of 10. I'm here to have fun. Random events are fun. Huts are fun. Not all are good, but the added variety is welcome. I have trouble conceiving a game without either one. Suppose it's all in what motivates one to play the game.
 
After some thought, agree w/Farmboy. What's the point of having a scout if there are no huts? Tried playing some other leaders when I started and the first thing that turned me off was the ones who only started w/a warrior.

About the higher levels; I'm not here to compete, nor am I here to slam my head against a wall 9 games out of 10. I'm here to have fun. Random events are fun. Huts are fun. Not all are good, but the added variety is welcome. I have trouble conceiving a game without either one. Suppose it's all in what motivates one to play the game.

even with huts on, you should never make a scout. having fun is great, but it doesn't change the fact that scouts are a waste of hammers. only thing they're good for is getting a fogbuster out sooner, and even that i'm sure will be disregarded by imm+ players.
 
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