Units
Pioneer
The Pioneer is the game's settlement unit: it is the only unit that founds cities. It was not built to fight, but unlike the Scout it can attack — its attack is 1.
Its two jobs
- Lifting the fog. Its vision is 5, and at the start of the match it is your only scout in the field. The unit that carries exploration on is the Scout — it sees further, walks further and does not touch your city cap (Fog of war).
- Founding cities. On plains or forest, at least 4 hexes from every city on the map — neutral Neutral villages count for that distance too, even though they are not yours. Founding consumes it (Cities and population).
In combat
Its attack is 1 and its defense 1 — weaker than any combat unit (only the Scout is more fragile), and an Raider takes it down in one blow. Sending a Pioneer out unescorted does not cost you the 3 production you paid; it costs you all the income of the city you never founded.
Letting a wounded Pioneer wait inside your own territory does help: it recovers 2 HP per turn, or 4 if fortified (The turn cycle). But fighting is not the Pioneer's job — and since there is no healing outside your territory, a Pioneer wounded on the road stays wounded. Not walking it into the fog unescorted is still the best protection.
Tip
Once your city cap is full (base 6, or 7 with the Expansionist line dynasty) there is no reason to build a Pioneer — and the AI opponent plays by exactly that rule, zeroing its Pioneer weight when the cap is reached.
There is a reason in the other direction too: with no Horse pasture or Iron deposit inside your territory, the Raider and the Siege cannot enter a queue at all — and the most direct way to a missing resource is a new city that brings it into your territory. The AI opponent plays by that rule as well: it raises the Pioneer's value while a strategic resource is missing (The AI opponent).
The numbers on this page are read from the game’s balance tables.