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Takohs are the Iroquois unique Scouts of the Ancient Age. Takohs are trained and upgraded at the Barracks, replacing the standard Scout. In standard matches, every Iroquois player begins with at least a unit of Takohs, just like other nations with the Scout, and besides the researching of Military 1 (The Art of War) in order to build a Barracks, there is no requirement for recruiting Takohs.
Compared to standard Scouts, Takohs are an overall improvement; being tougher with +10 hit points, able to see farther (+1 Line of Sight), and having +1 moves which translates to a little under 0.1 tiles per second faster than Scouts. They also have +4 attack range, which allows them to take down Spies from farther away, even beyond their own line of sight; and have +100 Craft, which gives them an extra edge when having to dispatch more than one Spy. Takohs also automatically hide when not moving, something that the standard Scouts cannot do until they upgrade to Explorers in the Medieval Age. Takohs, along with the entire Iroquois unique Scout line, receive +3 Line of Sight bonus per level of Science Research, instead of the +2 per level that standard Scouts receive. On top of all this, they benefit gratly from Power of Nation which grant them some additional bonuses:
National Powers Edit
- Like all Iroquois Barracks units, they get +5% hit points, this means they get +3 hit points in addition to the +10 they inherently have.
- All Iroquois Scouts (Unique or not [see notes]) can move through forests, allowing them to escape danger and explore much faster and more effectively in densely forested areas.
- Every time a Barracks is built by the Iroquois, a Takohs unit (or age equivalent) will be created.
Standard abilities Edit
- Takohs, like all other Scouts, can perform Counterintelligence, which removes a Spy's Informer from buildings and eliminates spies.
- Can discover hidden enemy units such as a Spy or a Commando.
Unit Costs Edit
The unit base cost is of 40 Wealth, 40 Metal, as with subsequent upgrades. However, since this resource is not avaliable in the Ancient Age, recruiting Takohs costs a larger amount of Timber instead. Once the Classical Age is reached, Metal will be available and the change will be reflected in both base and ramping costs.
Unit production cost increases progressively with every Barracks unit on the field or currently in production. The default increase for scouting units is of 10 Timber and 10 Wealth for the second unit created, increasing further with every new unit until the cost cap is reached, which for Support Units is +200% of their original base value. It's important to note, however, that these prices are the default standard, and actual production and upgrading costs may differ, depending on researched technologies/ages, connected rare resources, or adopted governments.
- The ability of all Iroquois scouts to move through forests is caused by their national power, and is not an innate ability of the units themselves. So if the Iroquois have non-unique Scouts in a scenario, they will still be able to cross forest. Conversely, if another nation has scouts from the Iroquois line, they won't have the ability. This will never happen in an ordinary match however, since Spies cannot bribe Scouts.
- Damage-wise, the Armored Cavalry line of units have a 50% damage bonus against the Scout line of units, but not against the Iroquois unique Scout line (note that the "Pathfinder", "Pioneer", and "Ranger" entries in balance.xml do not affect the Iroquois unique Scout units despite being in the correct location; this may be a naming error). Biplanes have a 10% damage penalty against the standard Scout line, but not against the Iroquois Scout line.
Version Notes Edit
Prior to version 03.02.12.0800, the Iroquois Unique Scout line had 37/38/39 moves instead of the current 35/36/38 moves, and had 10/10/10 Line of Sight instead of the current 5/7/9 Line of Sight.