Ending the Scout Chase

Last time in Civ VI, I discovered the Pantanal near Rome and I chased a Barbarian Scout out of my empire and almost killed him. The time has come to finally put an end to this scout.
The Pantanal

Before I can continue my chase though, I’ve got some bookkeeping to attend to as any good ruler needs to do from time to time.

My intrepid scientists have discovered the wonders of Mining.

Mining Discovered

This brings with it the ability to build Quarries and Mines and allows the chopping of Woods tiles which gives a boost of production – definitely something that will come in handy particularly with the 3 stone tiles near Rome. If I build a Quarry on the stone, I’ll get +1 production to the tile, and if I build an Industrial Zone next to it, I get another +1.

Industrial Zones are one of the new District features of Civilization VI. My understanding, at least at this early stage, is that your city is no longer contained in a single tile. Instead, you spread your buildings around on the tiles your citizens work. An Industrial Zone is a District where you can build Workshops, Factories, and Power Plants, and if you place these near Quarries or Mines you get bonuses.

With Mining researched, I turn my scientists to the study of Pottery to build a Granery so I can get some more food and housing in Rome.

Then, just as I get prepared to continue hunting that Barbarian Scout, I build my own.

What is a Scout?

This gives me a unit that can go 3 tiles a turn so I can catch up to enemy Scouts and explore faster. I set this unit off to help my Warrior catch that fleeing Barbarian and I set Rome to start training a Builder.

What is a Builder?

Builders are the Civ VI equivalent of the Worker, but they behave a bit differently. They still build tile improvements but now they are made in a single turn. Need a mine…boop there it is. Instead of how workers built things over time and could build as many as they liked, Builders can only make 3 actions – make improvements, remove woods, etc and then they disappear. So while they are very useful, you gotta keep building more throughout the game.

With all that taken care of, I can finally get back to chasing down that Barbarian Scout. And it takes me till turn 14 to finally catch up to him again. This time, my Scout has a clear line of attack on him.

Can I finally Kill this Scout?

He doesn’t get away this time.

Finally the Scout is dead

But wait…what’s this’s? No sooner do I wipe out the first Scout, but I found another.

A new scout?!?!

I’m gonna have my work cut out for me keeping all these Barbarian Scouts from my empire.