To remain in ignorance of the enemy's condition simply because one grudges the outlay of a hundred ounces of silver in honors and emoluments, is the height of inhumanity.

— Sun Zi, Art of War, Ch XIII

Scout: Vital statistics

Unit type

Mercenary agent

Built/trained at


Damage and weapon type

None, can only attack Spies



Production cost

  • Pop cost: 1
  • Resource cost: 40Coin, 40Ore
  • Ramp cost: 1Coin, 1Ore


  • Low
  • Medium LOS

Unit move and creation speed

  • Unit movement speed: very fast
  • Creation speed: very fast

Unit HP


Technological requirements


Factions available

All except

Scouts fill in the role of fast-moving reconaissance units, being capable to reconnoitre land even better than light cavalry. Although they are unarmed and thus easy prey if they blunder into enemy armies, they are fairly fast, so looking out for them can sometimes be worthwhile. Scouts also collect better results from ruins and can also kill off enemy spies and informants sneaking around. Scouts can be recruited from the Outpost for a small sum of wealth and metal.

Field intelligence has always been a vital component in military matters, for no military plans can ever succeed without being tailored to suit the characteristics of the foe and the terrain of the field. Armies since time immemorial have thus raised contingents of scouts to act as the eyes and ears of armies on the march, observing the environment and giving due warning of any unwelcome advances.

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