Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Light Melee Cavalry

Scout

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

Produced at

Available for all civilizations

This unit is available for the below civilizations. Click on a civilization to see more detailed information, including specific bonuses and upgrades.

Patch History

Season 10 Update

Scouting falcon no longer telepathically blocks charge attacks.

Patch 12.2.3327

Cost reduced from 70 to 65 food.

Train time reduced from 25 to 23 seconds.

Malian Scout train time reduced from 15 to 14 seconds.

Train time reduced from 15 to 14 seconds.

Scout renamed to Vanguard Scout.

Costs
90
0:14
110186 Hitpoints
14 10 Melee Attack
03 Melee Armor
03 Ranged Armor
Damage0.5DPS 2 5
Move Speed1.625T/S
Attack Speed2S
Line of Sight9.111TILES

Technology Upgrades

Professional Scouts (Improved)

Age II

Hunting Technology

Scouts gain the ability to carry animal carcasses and +200% damage against wild animals. Scouts move -55% slower while carrying a carcass and cannot pick up Boar. If Professional Scouts has already been researched, increase damage by +100% instead.

Costs
150
300
100
1:15
Unique

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
100
50
0:45

Professional Scouts

Age 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.

Costs
150
300
1:15

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

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

Costs
150
350
1:00

Biology

Age IV

Cavalry Technology

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

Costs
500
1000
1:30

Bloomery

Age II

Melee Damage Technology 1/3

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

Costs
50
125
1:00

Damascus Steel

Age IV

Melee Damage Technology 3/3

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

Costs
150
350
1:00

Decarbonization

Age III

Melee Damage Technology 2/3

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

Costs
100
250
1:00

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

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

Costs
50
125
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

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

Costs
100
250
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

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

Costs
50
125
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

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

Costs
150
350
1:00

Military Academy

Age 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.

Costs
100
250
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

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

Costs
100
250
1:00

Royal Bloodlines

Age III

Cavalry Technology

Fill the stables with the best stallions, increasing all cavalry health by +35%.

Costs
300
700
1:30

Inspired Warriors

Age III

Religious Technology

Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.

Costs
100
250
1:00

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