Unit Information Game Strategies History

Takohs are the Iroquois unique Scouts of the Ancient Age 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 Military 1 (The Art of War) in order to build a Barracks, there is no requirement for recruiting Takohs.

Overview Edit

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 it an extra edge when having to dispatch more than one Spy. On top of that, Takohs will automatically hide when not moving, something that the standard Scouts cannot do until they upgrade to Explorers in the Medieval Age Medieval Age.

Also, as a consequence of the Iroquois Power of Nation, Takohs are the only land unit (along with its upgrades) in the entire game to be able to cross through Forest, allowing it to escape danger and explore much faster and more effectively in densely forested areas.

And finally, Takohs, along with the entire Iroquois unique Scout line receives +3 Line-Of-Sight bonus per level of Science Science Research, instead of the +2 per level that standard Scouts receive.

Abilities and related bonuses 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.
  • Is hidden when not moving.
  • All Iroquois Scouts (Unique or not [see notes]) can move through forests.

Unit Costs Edit

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 Timber and 10 Wealth Wealth for the second unit created, and grows exponentially from then on. Once the Classical Age Classical Age is reached, their cost in Timber Timber will be replaced by Metal Metal. 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. Upgrading Takohs to Akweks has no cost, since the Iroquois national power makes Scout upgrades free.

Notes Edit

  • 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.
  • Every time a Barracks is built, a Takohs unit (or age equivalent) will be created, as a result of their national power.
  • 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 Scout line, but not against the Iroquois scout line.

Version Notes Edit

Prior to version, 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.

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