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

UnitTrained inAttack, Smithy 20Def infDef cavSpeedCostCropTraining
Equites LegatiRomansStable12.820101636020:22:40
ScoutTeutonsBarracks6.4105936010:18:40
PathfinderGaulsStable12.820101738020:22:40
Sopdu ExplorerEgyptiansStable12.820101638020:22:40
SpotterHunsStable12.820101938020:22:40
SentinelSpartansBarracks6.44022944510:20:32
Heimdalls EyeVikingsBarracks6.4105935010:18:40
Speed in fields per hour, crop per hour, training at a level 1 building on a 1x world. The best figure in each column is bold.

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.