scouts vs warriors

Gwynnja

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It seems that on landlocked starts a warrior is my second build in a city (after the worker) at least 90% (pure estimation) of the time regardless of starting techs. Is this faulty? Should I be building scouts instead if I have hunting? The warriors are used for scouting, spawn busting, and escorting settlers, and mostly disposable, especially after hooking up a strategic resource. The scout's 2 movement allows me to uncover the map much quicker, but they stand virtually no chance against barbs. As for huts, the harder the difficulty I play, the more inclined I am to turn them off.
 
I always use scouts for fog busting. There are non-military units.
At the higher levels too many military units will hurt the economy.
 
I always use scouts for fog busting. There are non-military units.
At the higher levels too many military units will hurt the economy.

I know workers cost maintenance and I presume scouts do too, although at the stage of the game I'm referring to (before the first settler is built) unit maintenance isn't yet a factor, at least on monarch.
 
I build warriors, since I like to at least have a chance of that unit surviving. Scouts tend to get mauled by animals way too much. And by the time you've built your worker, it's rare for there to be many huts left.
 
^ Correct. It is all units including missionaries, spies, you name it.
 
at the stage of the game I'm referring to (before the first settler is built) unit maintenance isn't yet a factor, at least on monarch.
When you move up in difficulty level you'll get one less free unit, but researching also takes longer.
And lowering the science slider means also no or less tech discount. Each arrow gives 20% discount. The 20% discount comes from the slider (total of beakers)
 
Then you must get really lucky, or play with barbs off. My scouts last anywhere from about 4 turns to 10 turns on average before getting eaten by a lion or a bear.

My scouts and warriors both have a pretty short shelf life; I try to keep them on jungle, forest, hills, next to river or coast, but they don't live long. That may be an argument in favor of the scouts extra movement though.
 
Then you must get really lucky, or play with barbs off. My scouts last anywhere from about 4 turns to 10 turns on average before getting eaten by a lion or a bear.
But then you aren't fog busting, but scouting.
Btw, I always play with raging barbarians.
I'm not really satisfied with their behaviour in the last HOF 3.19 mod.
 
Unit maintenance is divided into military and non-military units. See F2.
i'm 99% certain the distinction is only relevant when Pacificsm is being run, in which case military units are counted twice, once against the total unit tally and once for the Pacifism cost check for military units.

Warriors win this one, they are actually capable of fighting the barbs they run into, and some will run into a bear or something :lol:. Plus Warriors give :) under HR and could get the ever useful Woodsman 3 promo if it survives long enough.
 
Just put Chariots or Axes on your outer ring (assuming you're fogbusting a continent), they don't have hard barb counter until macemen (barb pikes are rare) and by then will not be necessary.

For the back-filling non-action fogbusters - definitely warriors if you plan on running hereditary rule. Scouts won't give you any happy, warriors will.
 
I'm mostly interested in what to build immediately after my first worker, assuming that I have hunting; are there significant pros and cons regarding scouts versus warriors?
 
i'm 99% certain the distinction is only relevant when Pacificsm is being run, in which case military units are counted twice, once against the total unit tally and once for the Pacifism cost check for military units.
Correct.
 
Shouldn't scouts and warriors have identical initial survivability vs. animals? Scouts are strength-1 but 100% vs. animals, warriors are strength-2. Of course, as soon as you get a promotion that goes out the window, since scouts can't take combat (though they can take the forest/hill promotions for extra defense in that terrain).

My experience on Monarch is that neither scouts nor warriors have any kind of useful survivability. I go with warriors mostly because a) I probably won't have Hunting teched yet, and b) they can poach other civs' workers.
 
I'm mostly interested in what to build immediately after my first worker, assuming that I have hunting; are there significant pros and cons regarding scouts versus warriors?

Okay, this is going to depend on your difficulty and game settings.

If you play with huts on, use scouts to actually scout. If you play at higher difficulties with no huts, warrior. Animals become warriors and archers sooner, and that scout won't last long without lower difficulty multipliers.

Benefits of scout are:
-Better results from huts
-2 movement (and can quickly get woodsman for double forest movement)
-equal :strength: as warriors vs animals

Benefits of warrior:
-Counts as military unit (for power checks)
-Same price as scout
-Better results against non-animals
-Can become a medic to travel with your army
-Can contribute towards HR happiness
 
I'd add, Warriors are military units for defending cities too.

When you have scouted enough with this early warrior, circle him back and fortify him where you are going to settle next.
When your settler pops out, it will already have an experienced defending unit and that city won't go into unrest for being undefended (escort the settler, if the distance is far).
 
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