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Fal said:
I don't see why should one prophetize a normal commander, the scout prophet can still join battle if you choose to, they are more flexible as they can hide, and will probably accumulate some afflications by the end of the expansion phase,
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Reasons to choose the starting commander:
Many starting commanders have an upkeep of 5 or higher... this may not seem like much yet after 20_turns that's 100_gold. The scout has an upkeep of barely above 1.
Most starting commanders have better stats and equipment than the starting scout. One lucky arrow can strike the scout unless the scout is stashed way in the back. The starting commanders(some mounted) have shields allowing more flexibiltiy with where they can stand in battle and how they participate in battle.
Scouts have stealth yet they also have some negative traits such as zero leadership and poor equipment. The Markata scout has very good stealth where it would be worth considering for a dominion kill on a neighbor, the typical 10 stealth doesn't justify worthiness of being a prophet in my view.
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just send him to a suicide mission once you have a better candidate. This strategy has worked out very well for me so far.
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Ideally you don't want your prophet dead for any amount of turns because his very existence promotes your dominion.