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A newly built scout will still not head for that goody hut, but will head off in a direction to make the most use of its movement points to uncover more tiles. Taking that example further, the same goody hut will come into view when your cultural border has expanded. If your start location and that goody hut are completely blocked off by forrest etc., it will take more than 1 turn to come into view therefore, the scout will head anywhere but there in order to satisify it's first priority (uncovering the most tiles). If there is a goody hut within 3 tiles of your start location, and the path to it is unobstructed, the scout will head for it immediately (it can't grab it in 1 turn, but at least it will be in view of the scout within 1 turn). Whenever a goody hut is within 1 turn of grabbing or coming into view by the scout, move the scout to that goody hut. If blotches are left here or there, circle back to uncover them later.ģ. Uncover the most tiles possible, while using the maximum movement of the scout.Ģ. Initial observations of Auto Explore priorities on a huge map:ġ. I discovered that I had pretty bad luck that everytime I played an expansionist civ, if there was a nearby goody hut, it was always someplace inconvenient for the auto explore scout. I decided to play with this in the PTW editor by editing goody huts where I wanted them and restarting the scenario. Often I found goody huts close to my start location that my scouts never headed to despite the many posters that insist that auto explore scouts have an advantage. I frequently found my scouts to NOT head for the nearest goody hut.
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