Announcement

Collapse
No announcement yet.

Scouts, provide expansionist benefit on there own?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Scouts, provide expansionist benefit on there own?

    Did my first mod to rules giving everybody scouts. Played as Babylonians (Scientific, Religious). Built scouts and it was like being expansionist - no barbarians at all, and I ran away from everybody getting tech from goody huts.

    Is this a known quality to scouts? Anybody else run into this?
    Last edited by candidgamera; March 5, 2002, 18:21.

  • #2
    Started another game and same thing appeared to happen - not a single barbarian encounter just the good stuff: tech, workers, and money, or deserted villages. Had not check boxed Babylonians as expansionist, just allowed them scouts.
    Had turned down the tech rate some, and noted a little less free tech.

    barbarian setting was "roaming".

    Comment


    • #3
      This is a known strategy sorry to say. In fact its the big appeal of getting out and exploring early on. It's an essential strategy, trust me i played a MP and learned the hard way that if you don't do it you're screwed. So yes it is a know quality to scouts to answer your question. The only problem occurs with the scouts when you're on a small island or there aren't many huts, or you set the barbarian value high
      Let us unite together as one nation, a world nation" - Gundam Wing

      "The God of War will destroy all mortals whom dare stand in his way"

      Comment


      • #4
        Mars:

        Understand about getting out and exploring, but does the scout have an undocumented feature itself that makes the chance of getting good stuff from goodie huts more likely.

        Are they what put the E in Expansionist for better results landing on goodie huts?

        Comment


        • #5
          If your civ is expansionist you're supposed to get better results from the huts regardless of what unit you use to open them.

          Comment


          • #6
            Originally posted by Carver
            If your civ is expansionist you're supposed to get better results from the huts regardless of what unit you use to open them.
            Yes, understood, but the scout by itself appeared to have an effect on its own without being expansionist, yet editing to allow the scout to all. Didn't test in same games much though other units hitting goodie huts to compare results - why mess with success I like being "glorious" when afforded the opportunity.

            One thing though from first two post that could create a similar effect: had changed my huge world size to 256 x 256 and my tech rate to 300, coupled with roaming barbarians.

            Comment

            Working...
            X