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  1. Home
  2. Knights Templar
  3. Units
  4. Scout
Scout

Light Melee Cavalry

Scout

Knights Templar

Knights Templar

Lightly armed cavalry effective at exploring the world, hunting wildlife, and herding Sheep.
Able to see into Stealth Forests
Health regeneration
High movement speed
Very weak in combat

Abilities and influences

-

Produced at

  • Capital Town Center

    Capital Town Center

  • Town Center

    Town Center

  • Stable

    Stable

Patch History

2026-04-30 Update 16.1.9737

AI Update

  • AI players will now Scout more efficiently.

2025-12-04 Patch 15.2.7380

General Bugfixes

  • Fixed an issue causing deer to continue to lose food over time if the Scout that was carrying them was killed.

2025-04-22 Patch 13.1.4420

General Changes & Bugfixes

  • Dropping a carcass with scouts while being hit or delivering a hit will no longer prevent you from being able to pick up carcasses with that Scout again.

2025-02-13 Patch 12.2.3327

Balance & Gameplay Changes (All Civilizations)

  • Scout cost reduced from 70 → 65 food.

Scout train time reduced from 25 → 23 seconds

  • Scout train time reduced from 25 → 23 seconds.
Costs
65food
1popcap
23time
Hitpoints 138
Base: +110
Biology: +28
Melee Attack 4
Base: +1
Bloomery: +1
Decarbonization: +1
Damascus Steel: +1
Scout: +10
Siege: +10
Ranged Attack 0
Professional Scouts: +2
Melee Armor 3
Fitted Leatherwork: +1
Insulated Helm: +1
Master Smiths: +1
Ranged Armor 3
Iron Undermesh: +1
Wedge Rivets: +1
Angled Surfaces: +1

Move Speed

1.625T/S

Attack Speed

2S

Line of Sight

9.11TILES

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Technologies

Bloomery

Bloomery

II

Melee Damage Technology 1/3

Increase the melee damage of all non-siege units by +1.

50food
125gold
60time
Fitted Leatherwork

Fitted Leatherwork

II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

50food
125gold
60time
Iron Undermesh

Iron Undermesh

II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

50wood
125gold
60time
Professional Scouts

Professional Scouts

II

Hunting Technology

Scouts gain the ability to carry animal carcasses and +100% damage against wild animals. Scouts move -55% slower while carrying and cannot pick up Boar. Deer slowly decay while being carried.

150wood
300gold
75time
Decarbonization

Decarbonization

III

Melee Damage Technology 2/3

Increase the melee damage of all non-siege units by +1.

100food
250gold
60time
Insulated Helm

Insulated Helm

III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

100food
250gold
60time
Military Academy

Military Academy

III

Production Technology

Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.

100wood
250gold
60time
Wedge Rivets

Wedge Rivets

III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

100wood
250gold
60time
Angled Surfaces

Angled Surfaces

IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

150wood
350gold
60time
Biology

Biology

IV

Cavalry Technology

Investing in natural sciences increases the health of all cavalry by +25%.

500food
1000gold
90time
Damascus Steel

Damascus Steel

IV

Melee Damage Technology 3/3

Increase the melee damage of all non-siege units by +1.

150food
350gold
60time
Master Smiths

Master Smiths

IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

150food
350gold
60time
Spyglass

Spyglass

IV

Scout Technology

Increase the sight radius of Scouts by 30%.

100wood
50gold
45time