Thoughts on Chasqui Scout?

Okay, my question was not clear, I apologize.

Can barbarians be one of the units that can be enslaved?

I think I read that the editor allows you to specify which units can capture, and what unit the captured units turn into.

Is that correct?

Oh, and thanks for the feedback.
 
The chasqui scout doens't have the enslavement ability. If it had, this unit would be really powerful and this thread wouldn't exist.
 
Any number of things could be done to improve the situation...

1) Keep the UU as-is and allow normal scout building.

2) Make it a normal scout(10 shields) and the only difference is it treats all terrain as grassland(this has been said before)

3) Make it a normal scout(10 shields) and it is 1/0/2(thi has been said before)

The only thing in common here is the fact that a scout whether unique or not can be built at 10 shields, thats the big deal. You need an extra scout ASAP to help explore.
 
Originally posted by Elek
The only thing in common here is the fact that a scout whether unique or not can be built at 10 shields, thats the big deal. You need an extra scout ASAP to help explore.

That's the main point, period. I'd give them both the 1-attack point and the ATAG ability, because it would be too feeble otherwise. In the new review at PCIGN, they clearly say that the Agr/Exp combo is a powerful one, that the Agr trait enhances the short-timed Exp trait ; well, they forget to say that, in the Epic game, the Incans come with those traits, and that the Chasqui scout destroys the nice harmony born through this combo. :( I don't think the Incans are a powerful civ now, at least in SP. In MP it's another story, though I'm not sure of that. With so many changes here and there, I hope the Chasqui scout will still be of some help... :rolleyes: But I highly doubt that.
 
Its probably a cool unit and only finese' cool players will like it, all the others want some ponderous heavy attack uu labeling such as a "good" uu which really equates into...something simple to use that gives u an ez ga. zzzz Liked the ol Conquisitdor in ptw because it was a wierd uu but learned to use it with devasting effect on neighbors - and it was outlawed in modern mp games
because it could kill opponents to ez in elimination games.
I think this scout may require some thought, rather than complaint
or modding- If anyone is really worried -just play another civ- ain't no big deal.
 
Can the Inca build regular scouts at all, or just the one they start with?
 
Originally posted by kryszcztov

In the new review at PCIGN, they clearly say that the Agr/Exp combo is a powerful one, that the Agr trait enhances the short-timed Exp trait ; well, they forget to say that, in the Epic game, the Incans come with those traits, and that the Chasqui scout destroys the nice harmony born through this combo. :(

Here's your answer right there! If this IS a powerful combo, then chances are a UU that isn't very powerful will be given to it. It's something of a balancing issue, I think. It makes perfect sense; give a civ with a powerful trait combo a mediocre UU, and give a civ with mediocre traits a powerful UU. It seems like a good idea to me...though it's not exactly been followed through on EVERY civ.

And here I go forgetting to give my comments on it. Personally, I don't mind the Chasqui Scout. I'll find out how well it works when I play the game, and since I have NO idea how it'll work without actually using it in a game, I cannot give an informed answer. Well, I can on one thing. I LOVE the unit's design!
 
It would be perfectly fine to have a crappy UU as long as it doesnt replace a VITAL unit which defines the expansionist trait and is the whole reason to use the trait.
 
Sorry I'm getting a lil angry about this...I'm just peeved because I really love to expand early on and I very rarely wage wars until later in the game...This UU doesnt do anything but hurt my chances, even worse is the fact that the other civ that excels at peaceful early expansion(Americans) got nerfed as well because IND got nerfed.
 
It would be perfectly fine to have a crappy UU as long as it doesnt replace a VITAL unit which defines the expansionist trait and is the whole reason to use the trait.

Do we know that it replaces the scout. Maybe the Incas get an additional unit.
 
FWIW, more or less standard expansionistic play can still be done with the Chasqui because it doesn't get gobbled up by the first barbarian it gets jumped by (you don't need to build as many as they aren't dying).

Like any change that has been made, try it before complaining. Your complaints may be a bit premature. :)
 
Well, it appears some RBCivers will start a SG called "The Incans Rise again", so you could check it when it starts in the SG forum. The thing is, they will probably play too well to actually see the weakness of this unit. But oh well, we'll see what they think of it then...
 
All I'll say is that it can cause alot of concern in multiplayer to see the Chasqui Scout appear on your border early on. It means quite frankly no worker is safe and no city reliant on individual warriors for defense.

Ignore: Scout has been changed since I last played the beta :o

It used to be troublesome ;)
 
I'm playing the Incas on my first C3C random game. I thought the hill/mountain bonus was nice, but I got confused for a bit before I realized my free expanionist scout was a normal scout. Luckily I figured it out just before I sent him after a barb!
 
Originally posted by kryszcztov
Well, it appears some RBCivers will start a SG called "The Incans Rise again", so you could check it when it starts in the SG forum. The thing is, they will probably play too well to actually see the weakness of this unit. But oh well, we'll see what they think of it then...

Link?
 
Well, in a recent game (that I lost :() I had a good time with them. I found the Mayans and one CS captured a worker, ravaged all of their improvements, and razed a town before getting killed. Not a bad run at all.
 
Originally posted by warpstorm
Well, in a recent game (that I lost :() I had a good time with them. I found the Mayans and one CS captured a worker, ravaged all of their improvements, and razed a town before getting killed. Not a bad run at all.

I don't disagree that you can make use of this UU, but I don't think it's all that different from what you can do with the Jag warrior, so in that sense I feel like it's just not that 'unique'...that's why I still favor 0/1/1 ATAR :)
 
I just finished a game with the Incas, and found the Chasqui Scout fairly valuable early on for the ability to attack other civs immediately if necessary. For example, my first Chasqui Scout happened upon Trondheim early, when a lone warrior defended it. I took advantage ofthe situation, attacked, and won, booting the Vikings pretty early on. I also took an English city in this fashion.

I concede that this is little different from playing the Aztecs and using their Jaguar Warriors as scouts. Yet, the Expansionist trait's ability to provide one with early benefits (i.e.; techs, warriors, settlers) from goody huts coupled with a kind of "first strike" is different enough to make the Inca's UU rather fun to play.

And the cost? I really didn't consider it, though perhaps I should have, and it may have made a huge difference had I not had a good starting position....
 
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