A scout is any unit you send to gather information instead of fight. Ptolemies start with a camel — that IS your scout. Most civs start with one cavalry unit for this purpose.
The intelligence you're after:
- Where is the enemy base?
- Where is their army right now?
- What units are they building?
- Are they teching / expanding / preparing to attack?
- What resources are they on?
// The Tool
Send your starting cav on a wide loop around the map. It's fast, free, and reveals huge amounts of map in the first 4 minutes.
// When it works
Phase I (0-6 min). The map is empty. No one has built units yet. Your cav can ride right past their CC and live.
// When it stops working
When the enemy has units patrolling — usually by minute 8-10. Your cav starts dying.
// The Tool
50 wood per outpost. Permanent vision in a circle around them. They can be killed, but only with effort — usually requiring siege.
// Where to place
- Hills & ridges (extended sight)
- Map edges (rarely patrolled)
- Choke points NEAR enemy approach
- Neutral resource deposits (denies + scouts)
// Critical timing
Build them in Phase I-II, while the map is uncontested. Once the enemy roams, you can't sneak villagers out to place them.
// The Tool
Send cheap throwaway units along multiple paths simultaneously. Some will die. Where they die tells you where the enemy army is.
// How it works
- Send 3 cav (or spearmen) along 3 different paths — top edge, middle, bottom edge
- Map edges are rarely patrolled — those usually survive
- If the middle one dies, the enemy army is along the middle
- You learned 3 paths of info for the cost of 1 cheap unit
// The mindset
A dead scout is not a wasted scout. Where it died is the intel. Death = data.
Beginners scout randomly. Pros scout with a specific question they're trying to answer. The question changes WHERE you send the scout, WHEN, and what you're looking at.
// PHASE I
Cavalry loop. Map is uncontested. One cav, ride wide circle. Find enemy CC by minute 4. Build first 2 outposts at map edges.
// PHASE II
Cav + outposts. Cav still works but riskier. Build 2 more outposts at chokes. Patrol cav stays alive — replaces if killed.
// PHASE III+
Outposts + edge probes. Cav can't get close anymore. Read from your outposts. Send sacrificial probes when you need fresh data.
| Symptom | Fix |
|---|---|
| Cav dies at the same spot every time | That spot is their patrol. Go around it via map edge. |
| Cav dies before reaching their base | Map is contested. Switch to outposts + edge probes. |
| Can't see anything because of fog | You didn't place outposts in Phase I-II. Lesson for next game. |
| Lose vision the moment cav dies | Always have 2 scouts, not 1. Replace BEFORE the first dies. |
| Scout finds nothing interesting | You're scouting without a question. Form a hypothesis first. |
| Enemy attacks surprise you anyway | You aren't scouting often enough. Set a 60s mental timer. |
- Minute 1: Start your cav loop. Find enemy by minute 4.
- Minute 6: Build outposts 1-2 at safe map edges.
- Minute 10: Build outposts 3-4 at chokepoints near approaches.
- Every 60 seconds: ask one specific question. Send a scout to answer it.
- When cav stops surviving: switch to edge probes + outpost reading.
- If you ever lose vision: immediately replace the dead scout. Don't wait.
- Death is data: if a probe dies, you learned where the enemy is.
- The information gap is the strategic gap. Vision wins games.