Don't send reconnaissance with agent
Your agents can get in and out unnoticed, be spotted and escape, or be captured.
How it works
- Only Börü Agents go on scouting. At a player village the result is decided on arrival with two rolls: first detection, then escape if the agents were spotted.
- Lookout strength = the target's idle agents at home + Watchtower level. Agents on a march do not count. An NPC camp's lookout is half the camp stage (rounded up).
- Detection chance = (lookouts + √your agents) ÷ (lookouts + √your agents + 1), between 5% and 95%. A large group of agents is easier to spot.
- Escape chance = your agents² ÷ (your agents² + 4 × (lookouts + 1)²). Since an agent has 6 attack and 12 defense, each lookout counts as two agents; there is always 1 guard at the gate. Superior numbers count squared.
- In covert scouting there are no losses and no report goes to the opponent. In detected scouting the opponent sees you by name and both sides' agents clash.
- A successful report (covert or escaped agents) shows the garrison (minus those on a march), the resources in the warehouse, the selected tactic and the battle formation; the report of a captured scouting carries only the target's identity and both sides' losses.
- Army intel is recorded on arrival, not when the order is placed; if the target's garrison changes while the agents travel, the report shows the current state.
- Beginner protection and a Non-aggression pact do not block scouting; only a Friendship pact also forbids sending agents.
- Scouting time uses the distance × 1.25 base (75–1,100 s); because agent speed is 120, the speed factor is clamped to its floor of 0.55.
- At an NPC camp the result is decided with the same rule when the agents set out; the camp loses no agents.
Step by step
- In the Army, make sure that the agent unit is open and idle.
- Select the player or NPC destination on the world map.
- Open the march and determine the number of agents you will send.
- Check time and food and start the discovery.
- When the march ends, review the result (covert, escaped, captured), both sides' agent losses and the revealed information in the report.
In detected scouting the opponent sees you; if you are captured no information comes back and most of your agents die.
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