The Scout
The Scout is an Age-up politician in Age of Empires III. Selected for the Fortress Age; available to Danes; Ottomans; Poles; Russians; Spanish. Its recorded reward is Fortress Age reward: Danes: 4 Dragoons; Ottomans: 4 Delis; Poles: 3 Winged Hussars; Russians: 5 Cossacks; Spanish: 4 Hussars.

Age-up reward & access
Selected for the Fortress Age; available to Danes; Ottomans; Poles; Russians; Spanish. The recorded advance cost is 1,200 Food and 1,000 Coin and takes 105 seconds. Reward details: Fortress Age reward: Danes: 4 Dragoons; Ottomans: 4 Delis; Poles: 3 Winged Hussars; Russians: 5 Cossacks; Spanish: 4 Hussars. The available choices and exact reward depend on civilization and game release.
When to choose it
Choose The Scout when its listed reward supports the next economic or military objective. Compare its cost and advance time with other available politicians, and check that the reward belongs to the current civilization and release.
Fortress Age reward by civilization
The Scout is a Fortress Age politician available to Danes, Ottomans, Poles, Russians and Spanish. The age-up costs 1,200 Food and 1,000 Coin and takes 105 seconds. The reward varies by civilization: Danes receive four Dragoons, Ottomans four Delis, Poles three Winged Hussars, Russians five Cossacks and Spanish four Hussars. This is a mobile cavalry package that arrives with the Age transition, so its value depends on the map and the opponent’s counters. Use it when the reward supports a raid, pursuit or response to exposed ranged units, and rally the units toward a safe staging area rather than scattering them. The long transition means the army must survive while resources are committed; maintain enough defense and keep the economy active during the wait. Because each civilization receives a different cavalry type and count, do not apply one faction’s reward to another. Politician options can vary by release, so check the active age-up screen before relying on a build order.
Choosing among cavalry rewards
The Scout’s reward supplies a different cavalry group for each eligible civilization, making it useful to match the age-up with the opponent. Danes receive Dragoons, Ottomans Delis, Poles Winged Hussars, Russians Cossacks and Spanish Hussars. These are not interchangeable units: each has its own range, speed, cost and counters, so use the linked unit entries to decide whether the reward supports raiding or defense. The politician’s 105-second transition is longer than many age-ups; start it when the economy can maintain protection and prepare a rally point for the arriving force. Do not assume the listed group size or availability is identical in every release. A cavalry reward may create a timing window, but it should be screened against anti-cavalry and used as part of a balanced force.
Transition safety
The 105-second age-up requires a stable economy. Protect workers during the transition and rally the civilization-specific cavalry reward to a location where it can join the army safely.
Cavalry reward conditions
Reward type and count depend on the civilization, and the five listed groups have different unit profiles. Check the active age-up screen and linked unit pages before planning the post-age army.
Civilization-specific arrival
The cavalry reward appears only after the Fortress Age transition. Rally Dragoons, Delis, Winged Hussars, Cossacks or Hussars according to the civilization and keep the group together.
Fortress Age politician and cavalry package
The Scout is a Fortress Age politician available to Danes, Ottomans, Poles, Russians and Spanish in the recorded profile. The advance costs 1,200 Food and 1,000 Coin and takes 105 seconds. Its military reward varies by civilization: four Dragoons for Danes, four Delis for Ottomans, three Winged Hussars for Poles, five Cossacks for Russians and four Hussars for Spanish. These cavalry packages have different roles and counter profiles, so the politician’s value depends on the selected nation and opponent.
Using the shipment after the age-up
Plan population space and support before choosing The Scout. The cavalry arrives after the 105-second advance, so use the interval to produce infantry or prepare a safe route for the shipment. Fast units can raid or reinforce a flank, but each reward should be used according to its type: ranged cavalry, heavy melee cavalry and other specialized riders do not all answer the same threat. Scout for anti-cavalry units and avoid sending the shipment into a defended position alone. Compare this reward with the other Fortress politicians, especially if the army needs resources or durable frontline units instead of more cavalry.