scouting
So i've been trying to get better at using scouts. I seem to do alright at the begining, then mid-game start forgetting, and near end game checking out just the places i want to invade next. When I say I seem to do alright at the begining, I mean that all planets I can actually get my fleet to are well scouted. I also use the scouts to kite/divide forces of the militias in preparation for attacks. I play advent vs AI, if its relevant. I have a few questions:
- Someone told me that autocasting explore shouldn't really be done. There are points where I try to live by this, but I end up wasting too much time microing/lose too many scouts because i didnt see them arrive. Am I maybe taking that comment too literally? Should I maybe make sure I have a number on auto-explore all the time, and have a few that dont just for specific front-line target planets/specific tactical questions?
- How disposable are scouts? I know their cheap, but that doesnt mean wasting money. Should I bother trying to save them? If not, then I'd guess that remote view tech upgrade would be worth it. If so, then:
- How long should I keep a scout somewhere? I'll see a nice juicy planet, and I stick a scout there because I plan to invade it. Of course, right about then I get hit somewhere else or I start to see enemies incoming, and my planned invasion gets put on hold (and actually, I usually counter-attack along the line of attack, so I end up going a different direction). If I'm not immediately invading it, I'll have to waste time trying to keep it alive for the intel. Is that worth it? should I replace it if I lose it?
- I tend to forget to scout mid game as I start to turtle. I'd guess that having the intel would help for setting up the defenses and positioning forces, but my turtling seems to be more of a theoretical setup. ie this is the only entrance on this end into my domain, thus I need a SB. I'm also usually being attacked somewhere at this point, so I'm busy enough. My question is: Is it necessary to keep scouting at this point (beyond maybe a few auto-explores filling in the map)?
- There are some planets that are difficult to scout, meaning they will kill the scout in a few seconds of reaching. This is more true in the late game, which is why I basically only scout the planet just before I hit it. If I send the scout and aren't waiting on the edge of my seat for the intel, I lose the scout and dont get the more vital info, layout/forces preparing to jump. Is this asking for too much? should I be happy with the text breakdown I get after the scout dies unless I'm just about to invade?
- How many scouts should I have out in a random medium map in the begining, mid, end?
- I use scouts for kiting purposes because they can actually survive doing it due to their speed. I do this often for militias. Is it common to do alot of this?
- Any tips on how to train myself into better scouting practices?
Non-scout question: I havent yet 'skipped' a neutral planet. Not that I havent tried. I just get bogged down dealing with the militia (coz you are supposed to wipe out most of the militia so that the colony frigate will get by, right? or is this a mothership only tactic?). I usually change my mind and end up taking the planet anyhow due to the time already wasted there. Does anyone have a nice efficient strat for this? Im talking about an Ice or volcanic. I've got the asteroid turret trick down.