The Scout is a civilian unit in Civilization VII.
- Attributes:
- Actions:
Lookout: The Scout gains +1
Sight, removes view obstruction from Vegetation, and is put to Sleep.
Search: The Scout gains +1
Sight for 1 turn, removes view obstruction from Vegetation, and reveals Discoveries within twice the
Sight range.
Pet the Dog: The Scout pets his dog. This animation is infinitely repeatable and purely cosmetic.
Strategy[]
In a departure from the last three Civilization games, the Scout in Civilization VII is not a military unit. Both its special actions allow it to see over obstacles that would otherwise obstruct its Sight, but it can use them only when it has
Movement Points left, and using the action will consume all its remaining
Movement.
There are four main areas in which Scouts excel:
- Exploring the map
- Locating and looting goody huts
- Surveilling your empire against enemy activity
- Scouting within an army to anticipate enemy deployment
The Scout is the first unit players should train upon starting a new game. Activating a Scout's Search ability immediately after training it provides an immediate overview of the surrounding terrain, potentially revealing threats (e.g., Independent Powers and other civilizations) and important geographic features. This early information helps players determine their initial strategy and Settlement placements.
Scouts are also essential for discovering goody huts, which provide critical early-game bonuses such as units, Food,
Production,
Gold, and other valuable yields. To maximize these benefits, it is advisable to train at least two or three Scouts early on. This allows players to claim goody huts before rival civilizations and establish a significant advantage. Additionally, at the start of the game, there are often no buildings available to construct, making Scouts the optimal early-game choice.
Players should make frequent use of the Scout’s Search ability to explore efficiently and locate these goody huts. It's generally recommended to direct your initial Scouts away from the edges of your continent and toward areas where other civilizations are likely to be found, as these goody huts will be more contested. In contrast, huts located along coastlines or in snowy regions are less likely to be claimed early, making them lower priority targets.
Once the map is largely explored, Scouts remain useful for military and defensive purposes. Their Lookout ability makes them excellent sentries along borders, compensating for the limited 1-hex visibility of Settlement and territory. Due to their low
Gold cost, multiple Scouts can easily be obtained and deployed across strategic locations, ensuring early detection of enemy movements. This is particularly valuable in high-tension games where war is imminent, early intelligence allows defenders to position their troops effectively before an invasion begins. Additionally, some ranged units (like air units) have greater
Range than
Sight, meaning they rely on other units to provide visibility to maximize their effectiveness. Scouts provide excellent support these units; however, they are extremely vulnerable when exposed. To mitigate this risk, it is advisable to station them on elevated rough terrain or behind vegetation. This positioning keeps Scouts hidden at best and difficult to reach at worst, ensuring their survival while maintaining visibility for allied forces.

Surveilling Scout spotting approaching enemies
Scouts can accompany Commanders without occupying a military unit slot, making them essential for military campaigns. When marching into enemy territory, the defender has full visibility, while the attacker is at a significant Sight disadvantage. Scouts help counteract this by deploying ahead of the army to reveal enemy positions, using their Search and Lookout abilities to anticipate enemy defenses and hidden units, and providing
Sight for long-range units, ensuring effective bombardment. Since Scouts are civilian units, they can share a tile with a friendly military unit and remain safe within the army without direct exposure to attacks. Their ability to spot
Cities, fortifications, and hidden forces makes them invaluable for siege preparations and battlefield positioning.
Civilopedia entry[]
Adventurers are often seen as those who set out from their homeland to catalog and discover new places, new ways of life, new people, and new ideas. They encapsulate a broad category but include figures such as Ibn Battuta, Marco Polo, and Zheng He. These expeditions could be driven by a sense of personal profit, national power, or religious fervor, but the dangers and thrills were the same. Ibn Battuta was captured by bandits, and Polo was taken by Genoese closer to home. Others survived storms, disease, animal attacks, or the simple hardship of the road.
Gallery[]
See also[]
- Scout in other games
Civilization VII Units [edit] | ||
---|---|---|
Antiquity | Civilian | |
Commander | ||
Land military | ||
Naval military | ||
Exploration | Civilian | |
Commander | ||
Land military | ||
Naval military | ||
Modern | Civilian | |
Commander | ||
Land military | ||
Naval military | ||
Air military | ||
1 Requires DLC |