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Why scout?

You can only see so much from your own holdings. Somewhere out past your borders is a dense, prosperous district worth claiming — or a buried treasure worth the detour. Scouting lets you send outriders to survey ground you haven’t set foot on: it reveals how rich each territory in an area is, and flags any treasure your scouts turn up — all before you spend a single kilometre marching there. It turns “I’ll run somewhere and hope it’s worth it” into “I know exactly where the good ground is.”

How scouting works

Scouting is powered by Scouting Writs — commissions you spend to send a scouting party. You start with a small grant of writs, earn more through consistent play, and can always buy more in the Market.
1

Pick an area on the map

Long-press any point on the map to choose where to scout. You can scout ground up to 2,500 m from your nearest holding — your scouts range out from land you already hold, not from anywhere on earth. Tap a point that’s too far and the app tells you why instead of spending a writ.
2

Confirm and spend a writ

Confirm the survey. Each scout costs 1 Scouting Writ. If you have none, the button becomes Earn a writ and points you to how to get one rather than letting you stumble.
3

Read the Scout Report

Your scouts return a Scout Report — a single list of every territory inside the surveyed area (a ~600 m radius around your chosen point), each showing its prosperity (the same pip scale used across the game) and a treasure marker wherever your scouts found buried spoils. Tap any territory to jump straight to it on the map.
A report doesn’t last forever — a scouted area stays fresh for about 30 days, then the intelligence fades and you’d send scouts again to refresh it. Ground changes hands and prospers or declines, so old reports go stale by design.

Where treasure comes in

When a scout finds treasure on a territory, it’s marked with a wax-seal token on the map and in the report. Claiming or holding that ground lets you take the spoils — treasure pays out in Gold and other rewards straight to your Treasury. Treasure is the payoff that makes a scouting party worth the writ: you’re not just window-shopping for land, you’re hunting caches.
Worked example: you hold a Keep on the edge of downtown and wonder whether the riverside district two neighbourhoods over is worth a march. You long-press it (about 1.8 km away — well within the 2,500 m range) and spend 1 writ. The report comes back listing eight territories in that ~600 m circle: most are middling, but two are richly prosperous and one carries a treasure marker. Now you plan a single campaign that loops through the treasure tile and claims the two rich ones — instead of three exploratory runs hoping to get lucky.

Getting and spending writs

Value
Starter grant2 writs
Cost per scout1 writ
Most writs you can hold6
Buy a writ in the Market◉ 200 Gold
Scout range from a holding2,500 m
Scout report radius~600 m
A reveal stays fresh for~30 days
These are the current live settings and are server-tunable — the team may adjust them for balance without an app update. See the full Reference.
Writs are bought with earned Gold, never real money — so scouting rewards playing, not spending. Buying a writ is a fair use of your coffers: it’s convenience and information, not power in battle. Spend a writ before a big campaign, not after — the whole point is to plan the march around what your scouts find.
A scouted reveal is information, not a claim. Marking a treasure tells you it’s there — you still have to march the ground and hold it to take the spoils, and a rival scouting the same area can see (and race you for) the same treasure. Fresh intelligence is an edge, not a guarantee.

Where next

The Treasury

Where writs are bought, and where treasure and tribute are banked.

Conquering Land

Turn a scout report into a claim — how prosperity and territory work.