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Scouting grounds

Last edited: 2026-06-23 11:32:48 by Ittermat

Scouting Grounds



The Scouting Grounds prepare pets for trips outside the den. Hunting, exploring, and scouting each serve a different purpose, but all of them can expose a pet to weather, illness, predators, rivals, and bad luck with excellent timing.

Outdoor Activities



  • Hunting – Search nearby territory for food and prey.

  • Exploring – Search nearby land for mixed supplies and events.

  • Scouting – Push outward, uncover routes and tiles, find wanderers, and encounter distant danger.

  • Fishing – Use suitable water territory to catch biome-appropriate fish.



Prepare Before Leaving


Pets should leave with enough health, energy, food, water, herbs, and carrying room for the trip. Bags and protected preparation slots matter. A pet that finds more than they can carry may lose the overflow.

Scouting and Territory


Scouting reveals routes and tiles beyond the home biome. It can discover neutral land, occupied territory, enemies, wanderers, and ecological changes. Familiarity earned through scouting can help maintain outside-biome territory.

Passive Scouts


Active scouts can also take part in daily passive scouting outcomes. Reports may include progress, danger, supplies, injuries, death, or lost equipment. Results are summarized for the colony instead of being scattered into a flock of tiny messages.

Risk


Outdoor actions can injure, sicken, or kill pets. Some situations warn the player before continuing, but danger is not decorative. Choose supplies and pets carefully.

See Also




Echo Note - Travel system split

Hunting, exploring, scouting, and fishing are related, but they are not the same button wearing different hats.


  • Hunting focuses on prey and food near the colony.

  • Exploring looks for mixed finds, events, and danger.

  • Scouting pushes territory and interacts with tiles, patrols, claiming, and enemy control.

  • Fishing focuses on water spaces, catches, live-catch decisions, and water-related risk.



Read Hunting, Exploring, and Fishing.
~Echo

Echo Note - Carrying and overflow

Scouts cannot carry infinite finds. Bag space, protected prep slots, functional gear, and pet condition all matter. Overflow should not be assumed to auto-transfer safely into colony stores.
~Echo

[b]Echo Note - Patrol and familiarity</b]

Scouting can support map expansion, tile knowledge, claiming, challenge discovery, and familiarity. Familiarity may count as patrol support, but ignored territory can still decay or neutralize over time.
~Echo

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