You could just check the disable start bias option.
I see the benefits of building scouts first:
ruins
city states
barb camps
natural wonders
other civs
terrain
but I do not think a Scout is worth building to achieve these. Ruins go pretty fast, your starting warrior can find 2-3 before there all gone, so why waste a scout to find 1 ruin maybe none?
City States bring 30 gold if your the first, 15 if not, so why rush to find them when you may only get 1 to 2 anyways with your starting warrior?
barb camps: losing a scout to a barb is painful, so why risk it?
natural wonders: sure they bring happiness, but you would need open borders to find them all in game, so why waste the 50 gold from open borders to increase happiness.
other civs: yes, we know all the ai is dumb and you can defend pretty easily from an early war, but the warrior can find all nearby civs before the scout has to do much.
terrain: by the time you get your scout out, your warrior has been able to achieve lots of map searching that the scout has to go a long ways to see new land. plus you aint going to settle a second city anytime soon so your warrior can search enough land to find a good second city.
Can people post stories on why the almighty scout plays an important role in the early game compared to the warrior versus other production uses (worker, monument, etc)
That could be interesting, I've done that with Aztecs to good success but of course their uu lends itself to it far better than a standard warrior. I'd be curious to see how well it would go as well. So what are you proposing exactly? That my first two builds are strictly defined as warrior builds, or warrior then worker, and then I'm free to build/buy whatever I want after that? Or am I also banned from buying/building scouts at any point?
I often build a scout in nearly every game. Once my cities are more established or I hit some extra gold I might buy/build a scout or two and send out to autoexplore safely, during a time when most barbs have been eliminated. This gives me the maps I'll need for later game wars and more importantly I try to find the natural wonders for the extra happiness they provide/city states extra little gold they give. In early game it really is variable and hard to say what percentage is involved. In my latest game with Catherine I ended up buying a scout some time after my worker was built because I was playing lakes map and I find this map it's more important to scout more as you don't have a coastline which restricts the amount of scouting required to determine who is on your borders etc. I really go on a case by case basis for deciding when and whether to build a scout, I think it's bad to confine yourself to a strategy too strictly, gotta be flexible. I don't think I would build a scout in this challenge tho just on account of it being a challenge, simply because I'm not of the opinion that the scout in-all-situations would provide an advantage, as is well known I still think in most cases there are better things to be built.
England sounds good. I'm not sure if they have a start bias.. probably coastal? I think that would be okay tho, I can't think that would give an advantage to either of us. I'm thinking possibly pangaea or continents for the map type?
Count me among the mob, but I fail to see why GOTM entries with crazy low win times that started scout first are not considered evidence. Civ is all about compounding the early turns and those early turns are the easiest to go back and replay over and over to optimize. You don't think by now those players haven't tried out opener after opener to see which shaved off turns?
I know little about GOTM but if you're saying the GOTM with low win times are due to cheating, then I don't think they're good evidence. On most maps I'd expect a save-game cheat to build one scout that somehow makes a beeline for all the best goody huts. I'd also expect them to hardly ever lose a battle no matter the odds and to boldly send their unescorted settlers into the unknown where they (what luck!) find the ideal settling spot. That doesn't make it optimal stategy for non-cheats.
um..what are you talking about?
those early turns are the easiest to go back and replay over and over to optimize
Um..what are you talking about? He didn't say anything about cheating at all. You said it. And no, they aren't cheating. Or at least they say. And I trust them, because seriously, who would cheat? Why even bother?
Whether they are cheating or not doesn't really matter so much, the games posted are only those which have played through with optimal conditions which have allowed small army liberty tree openers to pull off the various tricks people use to gain overwhelming momentum early on. How many times do they have to play through before they get optimal conditions and circumstances to be able to pull off the NC, liberty, great person HG, PT swing? This doesn't mean they are following the 'best strategy', it means under perfect conditions it will provide overwhelming advantages.
I know little about GOTM but if you're saying the GOTM with low win times are due to cheating, then I don't think they're good evidence. On most maps I'd expect a save-game cheat to build one scout that somehow makes a beeline for all the best goody huts. I'd also expect them to hardly ever lose a battle no matter the odds and to boldly send their unescorted settlers into the unknown
Some games have no huts enabled and you can still see low time games. Unscorted settler? Why? Only noobs don't escort their settlers.
Unscorted settler? Why? Only noobs don't escort their settlers.
12345
Why escort a settler if you know it cannot be captured?
Why escort a settler if you know it cannot be captured?
Getting that scout->archer upgrade is just the best
Do you always go for the vis upgrade then? I tend to go for the +1 healing and +50% defence route? Or is that just a bit silly on a unit with base combat values?
Might try the +1 vis range from now on. Admittedly, i've always thought of it as the weaker upgrade...![]()
I prefer +1 vis, +1 movement.
An early unit that moves/sees 3 tiles is great at fogbusting.
If that unit becomes an archer ... even better.
Tip:
Don't blunder onto a hilltop or forest on your last movement point.
Use the scout to scout.
Move 'onto the hill'/'into the forest' on the first move.
This lets you back out when an enemy is in the next tile.
The problem is not risking settler/worker. But the turns you lose while avoiding barbs.i agree completely