1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Why Scouts Should Be a Priority Build

Discussion in 'Civ6 - Strategy & Tips' started by FooTooAy, Oct 27, 2016.

  1. CaiusDrewart

    CaiusDrewart King

    Joined:
    Mar 18, 2015
    Messages:
    834
    Location:
    Los Angeles
    I'm skipping Scouts too. They don't actually explore that much more effectively than Slingers and they're way less useful at fighting. And the Civ VI early game has an awful lot of fighting.

    I'm going Slinger-Slinger-Builder-Slinger or Slinger-Slinger-Slinger-Builder to start.
     
    TheGrumpyBuddha likes this.
  2. Roxlimn

    Roxlimn Deity

    Joined:
    Feb 11, 2005
    Messages:
    3,526
    I don't know about building that many Scouts that early, but more later on is definitely a good thing. Rangers with Ambush are seriously nasty and can participate meaningfully in a Renaissance war.
     
  3. Frank327

    Frank327 Warlord

    Joined:
    Nov 5, 2008
    Messages:
    288
    Scouts really needed an upgrade to move into enemy territories without an open borders treaty to be useful. That would give them a niche no other unit has.
     
    RaidandTrade likes this.
  4. King Jason

    King Jason Fleece-bearer

    Joined:
    Oct 21, 2005
    Messages:
    2,027
    Except Missionaries and apostles
     
  5. A+ombomb

    A+ombomb Actuary

    Joined:
    Dec 28, 2003
    Messages:
    426
    Location:
    Buffalo, NY
    Scouts are an illusion. Every scout you build will slow your growth exponentially. It is far better to expand as quickly as possible with chops, then chop out units to defend as needed post expansion. You can explore land with workers - barb scouts don't attack workers. Send a worker out each way, having it chop random woods as it goes. Once it has used all 3 charges you will have good vision up for expanding.

    Avoid improving your land much or at all, and barbs won't be able to destroy anything. They can't kill cities early (and won't try).
     
    avl8 and CaiusDrewart like this.
  6. Nefelia

    Nefelia Prince

    Joined:
    Aug 12, 2005
    Messages:
    458
    started a new game on the Giant Earth Map. Built Warriors, Builders, then Stonehenge (playing as China). Several huts later, I have 3 free scouts running around. Lol. :)
     
  7. aimlessgun

    aimlessgun King

    Joined:
    Jan 4, 2010
    Messages:
    782
    Only played 2 games so far (Emp then Diety), but in both cases I needed to build slinger > slinger > warrior at the start to survive the rush (on Emp I had Teddy and Gilg coming at me). It's possible I could have survived if I'd built a scout because of how bad the AI is at taking cities, but it certainly would have made things harder.

    I should consider building an early worker for chops. For some reason they didn't seem that good but I guess it is 35 hammers and a slinger costs 52 (on epic) so you get 2 slingers out of it, and the builder costs 75 hammers so you're profiting around 30 hammers. Just a little worried about protecting it.
     
    Last edited: Nov 2, 2016
  8. Nefelia

    Nefelia Prince

    Joined:
    Aug 12, 2005
    Messages:
    458
    Early chopping is not so much to make a profit (though that is somewhat viable), but in order to 'pre-build' a wonder. Build two Builders along with a Warrior or two to escort them, and get them to chopping when you are ready to build your wonder.

    I prefer to keep my forests around for when they are more profitable.
     
  9. Copernic

    Copernic Chieftain

    Joined:
    May 9, 2013
    Messages:
    10
    I personnally find scouts quite useful.
    They are undoubtely more mobile than warriors or slingers with the first upgrade which needs little XP and comes pretty fast. It allows them to ignore the movement penalty from hills or forests. Scouts can be used to find Tribal Villages (always nice to have), to meet City States first, and to find other Civilizations in order to create valuable trade routes early. That is why, building one or two could be worthwhile.
     
  10. GT_OKEZ

    GT_OKEZ Warlord

    Joined:
    Oct 19, 2007
    Messages:
    294
    Scouts are extremely useful. I usually build two if the situation permits. Scouts do a few things for you.

    1) Get to the tribal villages fast
    2) Discover city states first for bonuses and if you find 3 you'll get a boost to Political Philosophy which is rather important.
    3) Increased chance of finding natural wonders to boost astrology.
    4) Finding another Civ to boost writing.
    5) Knowing quicker where other Civs are, where barb camps are, and where luxury+strategic resources (like horses) so you can quicker plan where your next city will go.
     
    Copernic likes this.
  11. ShadowoftheDark

    ShadowoftheDark Chieftain

    Joined:
    Nov 7, 2005
    Messages:
    44
    I skipped Scouts after a couple of games. Getting those early archers and taking the nearest City State is far more useful in the long run
     
  12. MyOtherName

    MyOtherName Emperor

    Joined:
    Dec 7, 2004
    Messages:
    1,526
    You can sell scouts once they've done their job -- e.g. to pick up your second builder or a monument in your second city or somesuch.
     
  13. Sogno di Volare

    Sogno di Volare Chieftain

    Joined:
    Oct 24, 2016
    Messages:
    45
    Is that even a thing? Do the barbarian scouts "communicate" with the barbarian camp by going back to the camp?
     
  14. discord_ian

    discord_ian Chieftain

    Joined:
    Oct 25, 2016
    Messages:
    11
    Gender:
    Male
    If the scout sees your city an gets back the camp will spawn units and come for the city.

    That has been my experience. Though I have seen the scouts do stupid AI stuff and not make it back

    It would seem pointless for barbs to have scouts otherwise.
     
  15. Sogno di Volare

    Sogno di Volare Chieftain

    Joined:
    Oct 24, 2016
    Messages:
    45
    Has anyone confirmed this?

    I mean stupids stuff happens a lot with the AI... not always for a good reason.
     
  16. LanguishViking

    LanguishViking Warlord

    Joined:
    May 10, 2012
    Messages:
    104
    sumerian scouts might get 3 upgrades getting the +20 combat ability promotion which might make them quite useful as combat units if you can get it.
     
  17. elitetroops

    elitetroops Deity

    Joined:
    Dec 23, 2012
    Messages:
    5,508
    Yes, that's how it is. Barbarian camps don't spawn extra units until the scout comes back to tell about a city. Until then it's just the spearman guarding it and camps are easy to destroy. The devs talked quite extensively about this in the previews.
     
  18. Ryika

    Ryika Lazy Wannabe Artista

    Joined:
    Aug 30, 2013
    Messages:
    9,395
    Yeah, and even after getting back to the camp it takes a few turns before the army starts spawning. It's sometimes possible that, if a Camp spawns at minimum distance to a city very early a scout immediately sees the city and the camp starts spawning units before you can really do anything though. 8) In any other situation just sending 2 units after the scout should be enough to deny the army-spawn.

    The only other reason for aspawn I know of is that when the Spearman has left the camp for a few turns (I guess it's a chance every turn?), or has been killed without the Camp being destroyed.
     
  19. Sogno di Volare

    Sogno di Volare Chieftain

    Joined:
    Oct 24, 2016
    Messages:
    45
    I'll take your word for it. I just hadn't heard about that.

    Honestly I don't see barbarian scouts "go back" very often but the game was just released and everyone's experience is of course different. I could just be effective at taking them out more often than not.
     
  20. skyclad

    skyclad Prince

    Joined:
    Nov 2, 2006
    Messages:
    488
    Scouts spawn in camps and look for cities, then report back to their camps. If thes cout is killed the camp spawns a new one. If the camp is destroyed the scout just wanders. Camps dont spawn units besides spearmen and scouts unless city is in range or spearman is killed.
     

Share This Page