Sid Meier's Civilization V

Sid Meier's Civilization V

61 ratings
Improved Scout
   
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Tags: Units
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1.476 KB
19 Aug, 2012 @ 4:53pm
1 Change Note ( view )

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Improved Scout

Description
The scout has a special Foraging promotion, which allows it to heal quickly in neutral territory and gives it improved defense. This promotion is lost on upgrade. The scout also now upgrades to archer.
27 Comments
OREO 20 May, 2015 @ 10:00pm 
Mod Request: Adds a building to the game. THE SCOUTING SHACK
Available after Pottery

GRANTS SURVIVALISM 1 & 2 to scouts trained in this city.

Cost 100 Hammers

Info: Double the production cost of Barracks. Hard to build early game makes it a tough decision but if a player opts for The Scouting Shack it will pay it’s reward especially after a regular Barracks is constructed.
Rootimus 16 Jan, 2015 @ 3:53pm 
Thank-you
Dripward 27 Sep, 2014 @ 7:12pm 
I like the idea for this mod, although with BNW, 2 extra healing is very little since the health is based on 100 and not 10. Also, my survivalism upgrades turn into barrage upgrades when I upgrade from scout to archer. Damn, I really wanted fast healing range units to guard my borders. Still, having more mobile ranged units is pretty awesome.
gjv4651 24 Dec, 2013 @ 11:11am 
chris I also really like this mod but in BNW I can't get it to upgrade with gold only with ruins choices
torcmac1 31 Aug, 2013 @ 3:40pm 
chris this is one of my favorite mods but i was wondering if you were going to intergrate it into bnw thanks for this mod its awsome
i shagged ur mom last nite 25 Aug, 2013 @ 1:53pm 
lol
Martyman72 26 Dec, 2012 @ 6:45am 
My mistake, these units in their basic form do not benefit from roads.
Martyman72 24 Dec, 2012 @ 9:38am 
After upgrading these units to archers, they do not benefit from the improved movement on roads. Needs fixing.
Fry McFly 7 Dec, 2012 @ 11:23am 
Your mod is bugged, maybe.
I play most of the time only with upgraded scouts and didn't build range infantry units.
But if i do so the upgraded ones lost their ability 2 use my roads.
I play with G&K.
Maybe i upload some screen to show what i mean.
Damsteri 25 Nov, 2012 @ 2:56am 
@scionkiller. Foraging promotion can be combined with survivalism promotions, which makes it more powerfull. In G&K Survivalism I and II give +25% defence and +5hp healing on neutral each while Survivalism III gives "heal every turn" (march) and "may retreat" (same as incan slinger). Bonuses might differ in vanilla, can't remember them anymore.

I tried without foraging promotion, just adding both survivalism I and II to new scouts. In that case my scouts gained survivalism III promotion after 2-3 fights and my then they had +50% defence and did heal 20% per turn and didn't need to stop for healing. That's 10% less healing than using your foraging promotion, but scouts didn't have to stop for healing.

The best defence and healing values depends how you want to play, but best thing about this mod is possibilty to upgrade scouts to archers. Every subscriber can alter the defence and healing values for their liking from the xml files.