The Case Against Using Scouts

I'm more with Pilgrim and Snarz on this. On most maps the scout will scout at least moderately faster and much faster on heavily wooded maps. Also it builds faster. Sure the warrior upgrades, unless you hit one of those "lucky" huts that polymorphs it into a spearman. I much rather hitting those with a scout.

That said I'm building warriors in my recent games, but that is because I'm playing Monty.
 
Askia, Bismarck, Inca, Maori, Aztec, are also cases where even if you aren't sold on a warrior initial build you might reconsider and skip them in favor of the warrior build.

That being said, if you experiment a bit you may find the warrior explores just as good as the scout under most conditions.
 
The OP was referring to the very first build and whether it was worthwhile to build a scout or not. I'm not exactly sure how it could have become confused that I was arguing for anything but being in favour of an alternative to that very first build. Why would I, or anyone for that matter completely ban themselves from building different units in a game? It's not logical, different circumstances might arise in which just about any unit might find a use and necessitate a build. I think people can become hung-up on pet strategies for initial policy openers or builds, the best advice mostly being to play the map in all cases. I think you, snarzberry and some others however have strongly promoted this idea of building a scout as the first build, almost like a hard and fast rule. This could confuse new players or those stuck on low levels who might take your advice and apply it systematically to all of their games. I provided a counter option and attempted to make a case for it. I was then offered a competition to compare the strategies, only.. suddenly I was informed that I was expected to have my hands tied in how I play, slanting things heavily in his favour. I think it's a useful comparison to see the results, two players on the same map, taking a warrior or a scout, seeing the results. Who hits more ruins? Who uncovers more map? Who meets citystates/other civs faster/first? The whole argument I've heard for building a scout first is that it can do all of these things better than a warrior. I'm unconvinced and have shown how in most cases the warrior is just as good as the scout at scouting, with the extra benefit of being stronger and upgradeable into a swordsman. I'd enjoy having the opportunity to display this, so that it's not all hot air, or as you have characterised it in the past "fairy tale land".
We got 'confused' because you've suggested 'to leave scouting to the birds'. But now you don't want your hands to be tied. The thread is 'The Case Against Using Scouts'. If you feel that the fact that snarzberry can (and will obviously) use scouts and you cannot slants the competition heavily in his favor - defense rests. ;)
 
Askia, Bismarck, Inca, Maori, Aztec, are also cases where even if you aren't sold on a warrior initial build you might reconsider and skip them in favor of the warrior build.

That being said, if you experiment a bit you may find the warrior explores just as good as the scout under most conditions.

I would take out Polynesia and replace it with Greece for this argument. As I have said previously (and you seem to be of like mind in the quote), the more birds you can kill with one stone the stronger a warrior start becomes. This is obvious logic. Where people should be disagreeing is where the threshold is that determines which is actually "better".

The Polynesians have no synergy with war beyond the normal benefits. The Maori is not particularly strong, and I don't see any player going Honor with Polynesia. I suppose you could if you wanted, but it doesn't seem specially strong. You cannot kill multiple birds with one stone.

The Greeks, on the other hand, have good synergy with early game Honor, so that allows you to conveniently get culture and XP for early wars with Hoplites and Companion Cavalry. Furthermore, you can use these barbarian-killing strategies to gain influence with city-states, and this influence will last twice as long as for other civs! That seems like much stronger synergy to me.

Personally, I would still go scout and try to get a free archer, along with bonus culture, a tech, gold from city states, and so on.

Your assumption that you can scout as well with a warrior as with a scout is wrong. As you said, you can certainly maximize the efficiency of your warrior scouting. I do so. You can also maximize the efficiency of your scout scouting by purposely sending him where you cannot easily send a warrior. Plan, from the first turn, to send your warrior whichever direction looks open. Build a scout for the other direction. Even if you are on a peninsula, it may still be worth it to build that scout.

Don't autopilot them. If you want to say a good reason not to build scouts is because you are too lazy to control them manually, thats fine. There is nothing wrong with that, the option is there so that you can play the game that way if you want! But that does change the game. So if you want to argue that scouts are not worth the effort, then argue that.
 
The OP was referring to the very first build and whether it was worthwhile to build a scout or not. I'm not exactly sure how it could have become confused that I was arguing for anything but being in favour of an alternative to that very first build. Why would I, or anyone for that matter completely ban themselves from building different units in a game? It's not logical, different circumstances might arise in which just about any unit might find a use and necessitate a build. I think people can become hung-up on pet strategies for initial policy openers or builds, the best advice mostly being to play the map in all cases. I think you, snarzberry and some others however have strongly promoted this idea of building a scout as the first build, almost like a hard and fast rule. This could confuse new players or those stuck on low levels who might take your advice and apply it systematically to all of their games. I provided a counter option and attempted to make a case for it. I was then offered a competition to compare the strategies, only.. suddenly I was informed that I was expected to have my hands tied in how I play, slanting things heavily in his favour. I think it's a useful comparison to see the results, two players on the same map, taking a warrior or a scout, seeing the results. Who hits more ruins? Who uncovers more map? Who meets citystates/other civs faster/first? The whole argument I've heard for building a scout first is that it can do all of these things better than a warrior. I'm unconvinced and have shown how in most cases the warrior is just as good as the scout at scouting, with the extra benefit of being stronger and upgradeable into a swordsman. I'd enjoy having the opportunity to display this, so that it's not all hot air, or as you have characterised it in the past "fairy tale land".

I apologize for the double post, but I would like to respond to this and I don't want to delete and re-type the old post.

The decision is situational. Everyone should know this because that is what a game is about: decision-making. If there is no decision to be made, either because there is no option or the correct path is obvious, you do not have a game, you have a book or a movie. If one option were clearly better than another in all cases, the developers could/should/would have taken it out or made it balanced. The fact that the scout and warrior exist at all means they have a niche.

You say you are unconvinced and have shown how your argument is correct. Obviously not, or we would have all submitted to your logic. Either we are equally unconvinced, or you have not demonstrated your point. I think it is the latter, but only because, as you said above, we do not have a hard example. Of either side.

Personally, I do have examples. I have mentioned them in this thread, but it is still just my word. As I have said, I play hotseat vs myself. When I start with a scout, I do much better than when I don't in most cases. Occasionally the warrior is more valuable, as I mentioned in my previous post. The monument is almost never so valuable as to require those extra 6 turns I use on a scout, but very rarely it is. And I never want to build a worker first. Without the scout, the chances of having the tech so that I can actually use that worker is very small.

As you said, play the map. But play your civilization too! You cannot play the map unless you scout it, and you cannot scout it first turn before you decide whether or not to build a scout. And that is why it is a 'hard rule', as you put it, to build a scout. The only situations in which you should consider not building one is when your civilization has significant changes early game that make warrior a better decision.

While it is true that people can base arguments off of bias, misconceptions, opinion, or outright lies, that is no reason to assume every person who disagrees with you is doing so. Furthermore, it is hypocritical to not consider that perhaps you could be acting similarly, preferring your warrior strategy simply because you like to play the game that way. And it is perfectly fine to play the game that way! If you want to build a warrior, build a warrior. And the reasons for doing so can certainly include barbarian-slaughtering, early warmongering, and better defenses against enemy rushes. And if you like those things and therefore value them more than normal, then go ahead and build the warrior.

The fact that we can all disagree shows that Firaxis did a good job here. :)
 
Sigh. You people still don't get it do you? There is no perfect build order to start the game. Each option has pluses and minuses. What matters is how you take advantage of the pluses and avoid the minuses.

Scouts have value and can slingshot you into a winning position. They also can go to waste. Same goes for building a 2nd warrior or building a monument first. If the developers didn't want each to be viable to build as your first thing they wouldn't have given you the ability to build each from the start. I've had great success with all 3 options. There is no "inferior" strategy here. Just inferior execution of each strategy.

Furthermore, contrary to popular belief, scouts have lots of uses besides simply finding ruins and exploring the map.

They can:
1. Provide a cheap garrison for your city (great with oligarchy)
2. Provide low-risk recon during wars. Put one on the opposite side of a short strip of forest or hills between you and the enemy, sneak ahead and return and you might save yourself heavy losses.
3. They can be the "sacrificial lamb" to save a key unit or a general from death. (They still provide ZoC and cost movement points and attacks to kill.)
4. They can pillage!
5. They help generate Great General points when they survive an attack.
6. If you get an experienced one, say with +1 movement and +1 visibility, they become very good recon units for military and can provide artillery LOS from 3 hexes away to bombard without having to put other units in city bombard range.
7. They can provide flanking bonus to units when sometimes it may not be worthwhile to "sacrifice" a regular unit to provide flanking.
8. The AI is stupid and will target them sometimes instead of killing a unit that is a real threat.

So it comes down to opportunity cost. Are the hammers spent on a scout worth what's given up? That depends on how you use the scout.
 

Who comes on these forums? Who votes on the polls? How many people actually play CiV? I don't think the poll says anything.

Sigh. You people still don't get it do you? There is no perfect build order to start the game. Each option has pluses and minuses. What matters is how you take advantage of the pluses and avoid the minuses.

Scouts have value and can slingshot you into a winning position. They also can go to waste. Same goes for building a 2nd warrior or building a monument first. If the developers didn't want each to be viable to build as your first thing they wouldn't have given you the ability to build each from the start. I've had great success with all 3 options. There is no "inferior" strategy here. Just inferior execution of each strategy.

Furthermore, contrary to popular belief, scouts have lots of uses besides simply finding ruins and exploring the map.

They can:
1. Provide a cheap garrison for your city (great with oligarchy)
2. Provide low-risk recon during wars. Put one on the opposite side of a short strip of forest or hills between you and the enemy, sneak ahead and return and you might save yourself heavy losses.
3. They can be the "sacrificial lamb" to save a key unit or a general from death. (They still provide ZoC and cost movement points and attacks to kill.)
4. They can pillage!
5. They help generate Great General points when they survive an attack.
6. If you get an experienced one, say with +1 movement and +1 visibility, they become very good recon units for military and can provide artillery LOS from 3 hexes away to bombard without having to put other units in city bombard range.
7. They can provide flanking bonus to units when sometimes it may not be worthwhile to "sacrifice" a regular unit to provide flanking.
8. The AI is stupid and will target them sometimes instead of killing a unit that is a real threat.

So it comes down to opportunity cost. Are the hammers spent on a scout worth what's given up? That depends on how you use the scout.

If you read the thread you would see that, as mentioned before, people do not listen to your arguments if the first thing you do is insult them. Like by saying sigh, you don't get it. That implies that they are stupid.

As for your actual argument, I agree with you mostly. As you said, each option has pros and cons. The key is to adapt to the situation so that you use the right pros and avoid the cons. An even better strategy is to create the situations that let you use those pros and avoid the cons. So yes, the different options have different uses. What we are arguing about, and what the original question was, is what those differences are.

Your points about scout uses are correct, but that is not what is in dispute. Why is a scout better than a warrior? Because it is better for scouting. Why is a warrior better than a scout? Because it is better for combat. Just as a warrior can scout, a scout can fight. This doesn't help identify where the threshold is for switching strategies.
 
Who comes on these forums? Who votes on the polls? How many people actually play CiV? I don't think the poll says anything.
I don't think people who are looking for plumbing jobs come to these forums register and vote. :)

Of course it cannot determine what is the right way and what's the wrong one. But it does show there is a general agreement. If you take, for example, Tradition vs. Liberty poll, tall vs. wide, warmongering vs. peaceful play etc. you'll get much closer results.
 
I use 2 scouts then worker because the AI thinks the scouts are actual troops. This means once you get 5-6 scouts you don't need any more troops at all until about iron working/gunpowder. usually the scouts can farm barbs for sight + defense promotions to fogbust barbs and defend. scouts are easy and painless to replace and very mobile.

Warriors have one big long term advantage however - they can be promoted when the time comes.

so when i play as a builder, 2 scouts, worker. otherwise, scout, 2 warriors, worker.
 
I use 2 scouts then worker because the AI thinks the scouts are actual troops. This means once you get 5-6 scouts you don't need any more troops at all until about iron working/gunpowder. usually the scouts can farm barbs for sight + defense promotions to fogbust barbs and defend. scouts are easy and painless to replace and very mobile.

Warriors have one big long term advantage however - they can be promoted when the time comes.

so when i play as a builder, 2 scouts, worker. otherwise, scout, 2 warriors, worker.

Actually scouts can be promoted, if you only use them to pop ruins. Barbs and barracks can/should be used to get to the third promotion and then pop ruins until you get that archer. Having that extra sight and movement is handy. Healing is ok too, but not as effective over all as sight and movement as an archer. With a scout/archer and a warrior, you can explore a lot of the map's territory, and even take out newly spawning barbs in and around CS to boost influence drastically without touching your gold reserve. It is possible (most of the time) to have a pet camp send out barb's that an archer and warrior can take out quickly and get 12 points a shot. If there is not a lot of AI, you can even take out the camp and new camps will spring up just as fast and give you both influence and gold. Make sure you take out the barb on their border and only take out the camp if it is their requested mission.
 
Actually scouts can be promoted,

The problem is actually getting them promoted.

They have really nice promotions, on paper. I'd love it if even one of the two promotion branches were used for any other unit (both are great promo trees, but only the scout gets them).

But realistically, unless you're the Japanese (yay Bushido) you're going to lose those Scouts well before they can be promoted.

(hmm... actually, I'm wondering if a scout/archer rush can work. Scouts eventually promoted up to great healing and +% defense, so they can take the shots while the archers beat the city down)
 
i mean, there is no linear path such as explorer that it can promote to - sure, if your lucky, those ruins will make that defense scout a great archer or the sight scout a great archer but sometimes you get boned with a spearman (yuck). then again i don't mind a scout-defense spearman to become a pikemen.

Scout/archer rush works great unless you actually mean capturing anything, the AI cities kill them in one shot. but scout/archer combo can be a great way to deal with a lot of things.


I observed most players agree with checking the situation to determine first builds.

If i go bronze working, i prioritize barracks, if i have a few turns to waste i build walls. walls cost no maintenance, and when the AI sees you have 3 cities with walls, 3 archers and 5 scouts, you can avoid being DOW'd even on diety as you wonder spam into the gunpowder age.

I like early granaries if i don't fear growth or suspect low expansion probability. I like early warriors instead of scouts if i see a lot of flat terrain - i can park in the woods. i like scouts better for mountainous terrain.
 
This is a long thread, I haven't read it all. I was a confirmed Monument first Civ V player, but I'm not inflexible. Lately I've been building one or more scouts. I play on standard size maps, but map size is a factor that rarely gets considered in strategy posts. A bigger world requires more effort to explore.

With my warrior I can hopefully tell if I'm stuck on a little island or at the very bottom or top of the map, in that case I need less scouts. The other big change I've made is my first tech. I've moved up to difficulty level 6 and one of my weaknesses is not building enough troops early and less of problem now, over expansion. I try not to piss off my neighbors but Greece and Montezuma are going to attack you so you have to plan accordingly. So I've taken to researching Archery first regardless of what resources are nearby. I also regularly play as China and Babylon who have the super archers. I'm going to have to try the archery open with someone else.

Upgrading scouts is difficult and it is possible to be able to build infantry without researching rifleman. However I've learned the hardway you can't upgrade to infantry if you don't first upgrade to rifleman. So going with archers/crossbowmen instead of swordsman or more acurately long swordsmen pays off later in the game.

I've also found times where I build my monument then what? I have no other buildings to build and I've already lost the opportunity to scout rush ruins. By building one or more scouts and researching archery I can sometimes end up with a decent defensive force and learn some advanced tech/weapons from ruins. Then I can build up my city infrastructure.

I've also stopped going Liberty first, I'm still not 100% sold but I've tried Tradition, Legalism, then Liberty. I then go Citizenship. I'm also a big fan of Patronage but post updates I've been exploring Piety more. I'm still refining my new preferred opening, I'm still trying the odd, odd Civilization, tried Inca again recently, they're fun but underpowered relative to some options.

Cheers,
 
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?

Exactly. There's plenty of evidence out there for the asking - there's no need for so much anecdotal quibbling. I'm not seeing evidence against building scouts, just opinions against building them. (And that's fine - I almost always use sub-optimal strategies myself.)

Also, everything Snarzberry and The Pilgrim have said in this thread - they're doing an excellent job of backing up their points with hard information. On the anti-scout side, I'm just reading a lot of possibilities presented as certainties.

If you just want to build two warriors (or whatever) for your opener because that suits your playstyle or is just more fun for you, go for it - nobody's here to tell you you're wrong. But if you're concerned about an optimal opening, there's a lot of evidence out there that building a scout first is part of it.
 
Exactly. There's plenty of evidence out there for the asking - there's no need for so much anecdotal quibbling. I'm not seeing evidence against building scouts, just opinions against building them. (And that's fine - I almost always use sub-optimal strategies myself.)

Also, everything Snarzberry and The Pilgrim have said in this thread - they're doing an excellent job of backing up their points with hard information. On the anti-scout side, I'm just reading a lot of possibilities presented as certainties.

If you just want to build two warriors (or whatever) for your opener because that suits your playstyle or is just more fun for you, go for it - nobody's here to tell you you're wrong. But if you're concerned about an optimal opening, there's a lot of evidence out there that building a scout first is part of it.


yeah.

The only time that I'd consider Warriors first is as Polynesia on an Archi. map.

You can already cross oceans and barbs will be on most of the islands with the ruins.

Plus, if you find a close opponent, and you have iron, you can just upgrade and sword rush them.
 
The only time that I'd consider Warriors first is as Polynesia on an Archi. map.

for a polynesian island domination victory i'd start with archery and archers. early crossbows makes things easy.

jaguars are a good choice; with woodsman you can move 2 tiles most of the time. even then i'd possibly build one scout first.
 
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