Scouting
Every tribe's scout side by side, how to send a spy mission, what a report shows and misses, and how defending scouts stop it.
Updated 13 September 2026
A scouting mission sends only scouts - no other units, no hero. It does not matter whether it is sent as an attack or a raid: an army of nothing but scouts scouts.
Every tribe's scout
| Unit | Trained in | Attack, Smithy 20 | Def inf | Def cav | Speed | Cost | Crop | Training |
|---|---|---|---|---|---|---|---|---|
| Equites LegatiRomans | Stable | 12.8 | 20 | 10 | 16 | 360 | 2 | 0:22:40 |
| ScoutTeutons | Barracks | 6.4 | 10 | 5 | 9 | 360 | 1 | 0:18:40 |
| PathfinderGauls | Stable | 12.8 | 20 | 10 | 17 | 380 | 2 | 0:22:40 |
| Sopdu ExplorerEgyptians | Stable | 12.8 | 20 | 10 | 16 | 380 | 2 | 0:22:40 |
| SpotterHuns | Stable | 12.8 | 20 | 10 | 19 | 380 | 2 | 0:22:40 |
| SentinelSpartans | Barracks | 6.4 | 40 | 22 | 9 | 445 | 1 | 0:20:32 |
| Heimdalls EyeVikings | Barracks | 6.4 | 10 | 5 | 9 | 350 | 1 | 0:18:40 |
The infantry scouts eat one crop and suit a village that wants cheap, permanent protection. The cavalry scouts are faster. The Roman Equites Legati drops to one crop with a level 10 Horse Drinking Trough.
Scouts show 0 attack, but Smithy upgrades still give them some, because part of every upgrade depends on upkeep rather than the base stat - the "Attack, Smithy 20" column shows how much. See Smithy upgrades: what they do to your units.
Two kinds of report
- Resources and troops: the resources in the target and the troops standing in it.
- Defences and troops: the Rally Point, the wall, the Residence, Palace or Command Center, and on worlds with ships the harbour - plus the troops.
Either way the report shows what is inside the target when the scouts arrive, reinforcements included. It does not show the target's own troops that are away: reinforcing, marching or on the way home. Traps are never shown, and scouts on a spy mission are never trapped.
Defending against scouts
A village's own scouts, and any scouts reinforcing it, fight incoming scouts. The number of scouts, their Smithy level and the wall all count - a higher wall makes a village harder to scout, see Rams and walls. If the defence is strong enough, every attacking scout dies and no report comes back.
- The attacker gets a report only if at least one scout survives.
- The defender gets one only if at least one attacking scout dies. A clean scouting run goes unnoticed.
That makes a few scouts at home worth keeping in every village, and far more in the ones that matter.
A few more uses
- Daily quests to raid an unoccupied oasis or a Natar village are completed by a single scout.
- A farm list entry holding only scouts sends a spy mission instead of a raid.
- Scouting works during a truce, when attacks do not.
- Repeated scouting of the same village shows when its army leaves and roughly how big it is, from how much crop it eats.