> Sir. We are surrounded.
> Good, we can fire in all directions
That poor scout is doomed. Best to fortify and do a last stand. You city ia far from the barbs, but they will start marching towards it after, so bunker up
most people think it doesn't matter, but there actually is a correct answer:
if the camp is not damaged yet suicide the scout into the camp. damaging the unit on the barb camp will slow down the spawn rate of additional barb units. a lot of players don't know this.
A glorious death! one last pet for the pup. Then to battle. memorialized and remembered forever. The scout that survived eternity will spend his days in the entertainment district, forever a reminder of the fallen.
Scout: I stopped auto exploring because there are barbarians nearby
Me: okay, lets move you to safety and heal you up buddy
Scout two turns later: you know how I told you there were barbarians over here? Well I just went right back to the same tile and now I'm surrounded
Me: I'm breaking up with you
Try and run. Considering it's mainly against a bunch of warriors, I'd say there's a decent chance of survival. I'd probably move to the flat desert tile by the ocean and pray the spearmen don't attack.
Surely if you could embark east has a shot.
Spearman may not attack and then the warrior south is the only one with the movement points to do anything? 2nd turn embark and hope they don't have any boats out there.
Turn 74 with OP researching horseback riding, and no signs of naval scouting from the minimap
I would say it's very unlikely they have shipbuilding researched, hence why going East is a dead end
Fair enough. The horseback riding may just be because OP hasn't encountered horses (hence no eureka for pasture) so didn't prioritise it.
It would be possible depending on what you prioritise. But very game dependant. I think it would be the best chance of escape only if shipbuilding has been researched.
My logic was - to get to shipbuilding by turn 74 is feasible, but you have to beeline it (since OP also has some other basic techs like animal husbandry)
If you beeline it, it means you really want a navy ASAP (perfectly reasonable for some civs, e.g. Portugal)
But OPs minimap doesn't show any signs of naval exploration which you would expect already after you unlock sailing, if they were desperate to get a quick navy
So... Yeah. I think I've investigated this far too much now
I see it the other way around.
Going south there are 3 warriors who will definitely attack and there's no way the scout will survive that.
Going east the warrior will attack but there's a chance the spearman won't come out of the camp to attack. And even if he does attack then you've weakened the spearman as much as possible (more than if you attacked while he's fortified), which could come in handy later.
Nah, I disagree and here's why. If you go east, I agree there's a higher chance of surviving the next turn. But because they're trapped, they are guaranteed to die by attrition within 3-4 turns max
The scout will very likely die next turn by going south, but if by a slim chance not all warriors attack (e.g. distracted by a hidden city state warrior in the Western fog), then they may be able to escape
Damn bro is a master at deciphering 3 pixels. How tf did you guess that. I got sick of waiting for fireaxis to finally add even just Judea, so I downloaded an israel Civ mod from steam workshop
I wondered if someone would notice. Modded israel Civ, because I’m sick of waiting for fireaxis to add even just Judea. If you want it, it’s the one in the steam workshop led by Benjamin. I’d have preferred Ben-Gurion but you win some you lose some…
So many options.
1: try and run
2: delete the scout/sepuko
3: attack the weakest enemy and go out fighting valiantly
4: fortify the scout and try and last as long as possible
5: reload past save (bruh)
6: make peace with the barbarians (only available with the special advanced barbarian gamemode)
It’s my experience that buying barbarians off (option 6) only keeps them from attacking cities, but they will continue fighting my units if they are in range.
I move one space SW. If I have movement left, I fortify. Both the spearmen and barb about probably won’t attack. If I then survive the 3 attacks, next turn, I try to move out again looking for max moves.
I mean I'd think about making the retreat to that shore to the right, but all is probably lost at that point, it'd have to be stand and fight, then remember the area to send an army in later for vengeance, need something to level up my units, might as well be barbarians 😆
They serve very different roles. Archers are almost a nessesity for early wars or defence, but scouts are highly important for exploring, since map knowledge is very important
If you link your account to a fireaxis account, you get a special DLC that lets you choose if you want your scouts to come with cats instead of dogs. Fully cosmetic
Fortify and put a pin to to check if there are Antiquity Site spawn later on.
> Sir. We are surrounded. > Good, we can fire in all directions That poor scout is doomed. Best to fortify and do a last stand. You city ia far from the barbs, but they will start marching towards it after, so bunker up
Wait is this how antiquity sites can form? Is this true?
Yeah, it’s true. Same with shipwrecks.
Wow I've nearly 500 hours and didn't know.
That’s really smart actually, I always forget that’s how the antiquity sights work
Smart
Pet the dog and charge at the weakest enemy.
I will tell your story, ancestor.
My Scout has a cat instead of a dog. It doesn't seem to help.
Fucking cat
# One does not simply pet a cat.
do not the cat
Leeeeerroy Jeeeennkins!
...OMG he just ran in
At least I have chicken
most people think it doesn't matter, but there actually is a correct answer: if the camp is not damaged yet suicide the scout into the camp. damaging the unit on the barb camp will slow down the spawn rate of additional barb units. a lot of players don't know this.
You mean the spearman or the camp itself?
I think they're saying the spearman (the unit ON the camp)
Oh I must've missed half a sentence there. I no read good
It can be difficult to word sometimes
i meant the unit occupying the camp. the camp itself doesn't have a health bar
I never knew that mechanic existed
never too late to learn something new :)
A glorious death! one last pet for the pup. Then to battle. memorialized and remembered forever. The scout that survived eternity will spend his days in the entertainment district, forever a reminder of the fallen.
When we find his remains we'll prop him up at the entrance to the casino
those are cats though
No, they’re three chihuahuas in a fur trenchcoat
Scout: I stopped auto exploring because there are barbarians nearby Me: okay, lets move you to safety and heal you up buddy Scout two turns later: you know how I told you there were barbarians over here? Well I just went right back to the same tile and now I'm surrounded Me: I'm breaking up with you
Dude - your cat may have nine lives but you don’t!
I tend to hold burial honors pre-humous, and if needed, I queue up another scout.
Try and run. Considering it's mainly against a bunch of warriors, I'd say there's a decent chance of survival. I'd probably move to the flat desert tile by the ocean and pray the spearmen don't attack.
Going east is guaranteed death. Only (slim) chance for survival is south
Surely if you could embark east has a shot. Spearman may not attack and then the warrior south is the only one with the movement points to do anything? 2nd turn embark and hope they don't have any boats out there.
Turn 74 with OP researching horseback riding, and no signs of naval scouting from the minimap I would say it's very unlikely they have shipbuilding researched, hence why going East is a dead end
Fair enough. The horseback riding may just be because OP hasn't encountered horses (hence no eureka for pasture) so didn't prioritise it. It would be possible depending on what you prioritise. But very game dependant. I think it would be the best chance of escape only if shipbuilding has been researched.
My logic was - to get to shipbuilding by turn 74 is feasible, but you have to beeline it (since OP also has some other basic techs like animal husbandry) If you beeline it, it means you really want a navy ASAP (perfectly reasonable for some civs, e.g. Portugal) But OPs minimap doesn't show any signs of naval exploration which you would expect already after you unlock sailing, if they were desperate to get a quick navy So... Yeah. I think I've investigated this far too much now
I see it the other way around. Going south there are 3 warriors who will definitely attack and there's no way the scout will survive that. Going east the warrior will attack but there's a chance the spearman won't come out of the camp to attack. And even if he does attack then you've weakened the spearman as much as possible (more than if you attacked while he's fortified), which could come in handy later.
Nah, I disagree and here's why. If you go east, I agree there's a higher chance of surviving the next turn. But because they're trapped, they are guaranteed to die by attrition within 3-4 turns max The scout will very likely die next turn by going south, but if by a slim chance not all warriors attack (e.g. distracted by a hidden city state warrior in the Western fog), then they may be able to escape
Unless you have cavalry or deathrobot close by then its dead
if you can kill the warrior to the south in time, your scout lives. Otherwise move one hex south and hope it survives getting hit 3x.
Preserve that camp and mark it as a future nuclear detonation test site.
Ghandi has entered the chat
Omega based
Which leader are you? Looks like Benjamin Netanyahu lol
Damn bro is a master at deciphering 3 pixels. How tf did you guess that. I got sick of waiting for fireaxis to finally add even just Judea, so I downloaded an israel Civ mod from steam workshop
The People's Front of Judea?
Pet the dog, scream death like theoden at the charge of the rohirrim, attack the encampment, glory.
Fortify will equivocate to being the most damage output you could deal with that unit.
Pet the dog (or cat), and give our heroes an honorable retirement (delete unit). RIP
Sadly you can’t pet cat
If I stand very still they won’t see me
Nice Petra potential there ;)
Nuh i built Petra in a city with 1 desert tile ;)
Baller move. Playing that Vulcan Chess while the rest of us are stuck playing checkers, I see. 😂
All part of my master plan ;)
What leader are you with
I wondered if someone would notice. Modded israel Civ, because I’m sick of waiting for fireaxis to add even just Judea. If you want it, it’s the one in the steam workshop led by Benjamin. I’d have preferred Ben-Gurion but you win some you lose some…
So many options. 1: try and run 2: delete the scout/sepuko 3: attack the weakest enemy and go out fighting valiantly 4: fortify the scout and try and last as long as possible 5: reload past save (bruh) 6: make peace with the barbarians (only available with the special advanced barbarian gamemode)
I always do 5. Nobody dies in my game.
Rewind the clock solve almost every problems except your spies may dies this time. The sacrifice had a purpose.
Then I rewind and cancel their mission.
ykw, I respect it
3 be like: "let me then not die ingloriously and without a struggle"
It’s my experience that buying barbarians off (option 6) only keeps them from attacking cities, but they will continue fighting my units if they are in range.
Can't delete since he's not fully healed.
I modded recon units to ignore ZOC so this scout could have a decent chance to escape.
Actually sounds like a good addition
I would attack the barb camp, it will make it easier to conquer in the future
Try to work your way to the dessert hill where you can only be attacked by 2 at a time. I've had scout units survive excessively long by doing this.
In this case attacking the spearman is probably best to weaken the unit guarding the camp.
this is the correct answer. damaging the unit in the barb camp slows down the spawn rate for additional barbarian units.
I usually attack one of them to do some damage cause they don’t heal…
Move next to Mato and fortify every turn.
![gif](giphy|55itGuoAJiZEEen9gg)
Give him a name, they will be remembered
Attack the spearman. Get him closer to death and you can avenge them properly later.
"How can you let those Barbarians run amok so close to your home?"
fortify and say goodbye
Like many wrote, try fortifying for a couple turns till the heat lowers 😅
You’re on a hill & they dont have slingers. Fortify and plug in discipline. You MIGHT survive lol
Can it embark? If so, get it to the water. If not, suicide it at the Spearman so it's easier to take the camp later.
I move one space SW. If I have movement left, I fortify. Both the spearmen and barb about probably won’t attack. If I then survive the 3 attacks, next turn, I try to move out again looking for max moves.
I delete them from the game so the AI doesn’t get experience lol.
Automated. If he dies, he dies
play Ceaser and kill them all
So i send my scouts to the restart button
I mean I'd think about making the retreat to that shore to the right, but all is probably lost at that point, it'd have to be stand and fight, then remember the area to send an army in later for vengeance, need something to level up my units, might as well be barbarians 😆
Just turn off barbs.
I guide them myself. No Auto Exploration here. You can't have a Scout get in this situation if you personally give the directions every morning.
I got the scout here without auto explore :/
Shit luck then my guy. Can't tell you it's a skill issue, prolly those barbarians
I usually let a giant monkey throw rocks at them while listening to an epic speech
You shoulda scouted for your scout ;) Ok but for real, making sure your scout has hillmove and gaining for visibility prevents situation like this.
Can’t really just create XP out of thin air, and zone of control would stop an escape even with better movement. It’s simply a R.I.P moment
Is it better to build scouts or archers? I do sometimes feel that scouts are somewhat useless.
They serve very different roles. Archers are almost a nessesity for early wars or defence, but scouts are highly important for exploring, since map knowledge is very important
Move to the Southwest tile - the Scout is certainly dead, but it can reveal a few more tiles for you before it goes (and pet the dog)
Maybe to the East tile if you care about seeing coast/ocean tiles instead
Easy. Savescum.
Go down swinging
I'd hit that spearman in the barb camp. Makes it easy to take it out later
I say a prayer for the intercession of St John the Wonderworker.
My military are my scouts. If I end up getting one somehow then I just let them wonder and if they die then they die.
Wait why is it a cat….
If you link your account to a fireaxis account, you get a special DLC that lets you choose if you want your scouts to come with cats instead of dogs. Fully cosmetic
This has never happened to me .