@CogBurn
I use heroes to scout. Same movement. Better efficiency. Clears monsters. Does quests. Gains loot.
@Kongdej
Interesting point, though how much worth do you think you get by using your queue for scouts instead of pioneers? Or improvements?
I'll grant that the scouts ability to ignore terrain movement penalties is a definate perk. The sight range less so. However, they just scout land that you aren't going to use yet. I've tried using them in games, but it just takes too much away from the rest of my game start.
Still not convinced...
I don't feel the need to convince you ^^, I will give you something else though:
sides they're really efficient as Magnar (my latest game) (Just design a slave version with "Weapon: Staff - Traits: Scout, Stealthy, Weak", these will cost 12 production for a group of 3 and is rush-able after 1 turn for profit (I research rush technology first ALWAYS)
If I am not playing Magnar I will design a scout with "Club, Muscle, Scout" so its a militia with +1 damage and scout, so its usable after scouting.
The pre-made scouts are pretty rubbish.
Build order in my usual game would be
Pioneer
Merchant
Pioneer
Scout
Pioneer
The reason I build the scout is I don't care as much for losing him, and they're usually a lot cheaper than pioneers, The reason is I am always searching for a spot with 3 essence for a fortress city, hopefully 3/3/3 or 4/3/3 (Grain / Materials / Essence). so my trained units also gain +6 initiative at some point when I have air magic 2 (so powerful a spell
)
If my Main city have 2 materials I usually don't build scouts though, since I can't handle the production, - I rush at 3rd turn if its profitable or low-cost to gain production advantages.'
Also, sorry for derailing the post! Keep in mind that the Explore Command is not very smart ATM. and persists through orders, I usually click it a few times until I am sure it have NO such explore command.
Sincerely
~ Kongdej