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Fordítási probléma jelentése
You seem to be the only one, but I appreciate the moral support. :)
For me it's not so much about rushing archery, it's about researching the techs in which you have boosts in first so that you have time to get the boosts in the other techs that you want to research.
They cost 75% of the cost of a warrior, but they can't help finish off a barbarian camp in the early game and in the late game they can't capture (barbarian or other) builders and settlers. Their opportunities for experience are few and the promotions provide only tiny increments in usefulness. Their upgrade path is woeful (and upgrade costs are always too high IMO anyway) and if you bring them back to your city to upgrade them they have to stop scouting for way too long.
This is not to say that they don't have a niche – When local barbarian camps are no longer a risk and you need more units to scout to reach the City States and 'goody huts' (or whatever they're actually called in Civ 6) first and find the good spots to expand in a timely manner – This is their time to shine. However, as the huts seem to be few and far between and of much less importance in 6, a couple of Galleys may (depending on map type of course) be more useful in the short-medium term as the extra turns used to make them will soon be made up for by the fact that all Coast is one movement point and there's always the possibility that Ship Building may prove extremely useful. If you do go the two Galley route by the time you're done with that you're probably going to be strongly considering making settlers to colonize what you've found rather than find more units to explore – Otherwise you may be (extremely unlucky or) waiting too long for ideal locations to colonize rather than just getting on with expanding.
In history the natural progression from scout was to spy and/or sniper. Sniper may be too 'small' an effect to implement in the 'view from 40,000 ft' that Civilization is, but elements of a spy could certainly be done, giving a scout the ability to move behind enemy lines through promotion or upgrade (but not to attack/capture while there) would be fairly simple to implement IMO. It would make it possible to find the natural wonders that are hidden deep within enemy territory. This would give them more long term viability. As it stands I currently have two scouts (that I got from goody huts) that have become virtually useless.
You always have the option of playing a game without barbarians. You know that, right?
They just need to be handled carefully, so you can upgrade them. Then they are great.
Especially when you turn them into a Ranger Corp or Army.
You need to move scouts with a little care though, to make maximum use of them - i.e. crossing a river takes all your movement, so plan accordingly and end your turn next to a river. If you do get "overrun" by barbarians you can use them as blocker units by fortifying on hills or in forests to tank a few hits while your other units do their work on some barb-faces.
Scouts can be so valuable that I'd not even go builder first. Under most circumstances I'd go scout, builder, scout, monument (or slinger if barbarians are knocking) and then grainary and then units. If you delay scouts too much, you're gifting your immediate rivals all the good stuff. Your warrior is just not a decent scouting unit - if you use them on flat terrain to scout a little that's fine but no more than that - you simply need scouts to do that job properly.
Also they do not cost maintainace, only the one-time opportunity cost of not building something else instead. The only dangerous thing are horsemen and horse-archer barbs, if you die to anything else, then you are doing it wrong.
That's true, but ranged units are super useful throughout the entire game, especially if you don't have much access to horses and/or iron (knights require iron). Archers upgrade to crossbowmen which are quite powerful. If you keep your original archers alive they'll have promotions that persist through the rest of the game.