Danes/Viking
Infantry, Conquest, Expansion
Summary:
The Danes excel in early expansion and map control, with the potential for early foot unit aggression. Taking advantage of the time in the early game will bring powerful versatility through a multitude of technological upgrades for the later ages.
They focus on early aggression and expansion. Through the influence system, killing enemies or gathering food from animals allow faster and cheaper military and economic upgrades. This means the Danes will want to spend more time on the field than on their base.
The Danes landmark system is The Danelaw, which has a static predetermined upgrade for the age advancement, and then one of two additional unique upgrades of the playerâs choice. Jarls - the Danes hero units - and Town Centers act as the landmarks for the civilization.
Bonuses:
-Vanguard Berserks and Huskarls are available.
-Danes can commission their villagers to become a Raider, a melee warrior with increasing their melee damage, torch damage, and piercing armor. Raiders cannot gather resources, but can construct buildings and repair.
-Rams and Siege towers are built 200% faster and increase their movement speed by 1% per garrisoned unit.
-Survival technique is automatically learned when a mill is built. Additionally the 15% applies to villager fish gathering. Gathering food from animals grants a small amount of influence. Finishing off a deer gives a medium amount. Finishing a boar or fish patch gives a large amount of influence.
-Forest Camp(Replaces Lumber Camp) - Slowly grows trees around the camp.
-Professional Hunter(replaces Professional Scout) causes Scouts and villagers to deal 300% damage to animals, as well scouts can transport deer carcasses.
-Settlements can be made in the Dark Age, which replace the Town Center. Can only garrison 5 Units, can create villagers and fishing boats at 40% the speed. Fishing boats can only be made if settlement is built on the shore. Only 2 settlements per age.
-Military buildings cost 100 wood, but half the health.
Unique Units:
Longboat(Replaces Transport Ship and Galley): Fires 3 arrows, can attack while moving, and can garrison up to 10 units, firing an additional arrow for every 2 units garrisoned. Longboats have 450 hp, 0/4 armor, 7 movement speed, and deal 20 damage per arrow. Can be constructed by infantry with Field Engineering. Benefits from Incendiary Arrow upgrade.
Raider(Seasonal Raider upgrade) - Villagers are toggled to become a Raider, gain 30 hp, +2 melee attack, +2 pierce armor, and +5 torch damage. Additionally benefit from melee blacksmith upgrades. Light Armored.
Berserk(Replace Man-at-Arms):Melee unit with passive health regen(Vanguard 1hp/8s; Early 1hp/4s; Regular 1hp/2s; Elite 1hp/s) . Medium Armored.
Huskarl(Replaces Spearman) Melee unit, deals slight bonus damage to cavalry, but higher base damage and higher base pierce armor. 7/9/10/12, +12/15/17/20 vs cavalry, 0/2 armor. Medium Armored.
Gothi(Replaces Monk): Non-combat unit. Can heal allies by placing a heal-over-time buff on an ally unit, healing 4 hp/s for 5s. stacks 3 times.
Jarl: 200hp, 9 damage, 1.5 attack/s, 1/1 armor. An infantry hero unit that levels through influence gained in the Jarlâs aura. Jarl gains +40 hp, +2 melee damage, +1/1 armor per level. Maximum of 5 levels. A Tharl can also have a maximum of 2 abilities(1 active, 1 passive; Active is gained at lv1, passive is gained at lv2). If the Jarl dies, it can be rebuilt(300 Food, 500 gold) and returns to the level designated to the playerâs age, ie Feudal = lv1, Castle = lv2, etc. Heavy Armored.
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Panic(Active) - Jarl strikes fear in its enemies, reducing enemy melee damage by 2 for 15s. 3min cd.
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Mud Trap(Active) - Tharl quickly constructs a discreet pool of mud that covers a large area. When enemy units walk in the area, the trap is shown and reduces enemy movement speed in the area by 40%. Pool lasts 1 once activated min. 2min cd. 7s construction. Only 1 Mud Trap may be active at a time.
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Raid(Active): Enemies who die near the Jarl grants ally foot units +40% movement speed for 3s. Lasts 15s. 3min cd.
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Arson(Passive) - Torch attacks cause buildings to ignite at 50% health. Additionally buildings ignited cannot produce units, research, or garrison.
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Chieftain(Passive): If a Jarl is near a Settlement or Towncenter, reduce villager and fishing boat build time by 25%. Town Centers, Settlements, and fortified outposts attack 20% faster.
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Paganism(Passive): All allies near the Jarl receive +1hp/4s. Increased Gothi healing by 50%.
Unique Building:
Settlement- Can produce villagers and fishing boats, but at a 40% the normal speed. Must be built on the coast to build fishing ships. Provides 10 supply and can only garrison 5 units. Costs 400 wood.
**Influence(Saga):**Killing enemy units, gathering wild animal or fish resources, or garrisoning relics gains influence. Influence is a resource used to reduce the research time and cost of all upgrades, and advancing to the next Age.
Additionally Influence can also be used to sell at the market for resources in the Imperial Age.(Not a great exchange rate)
Landmark(The Danelaw):
The Jarl and Towncenters act as landmarks. When advancing to the next age, the Danes can choose to receive a unique passive upgrade. Danelaw researches slowly, but can be expedited and reduced cost using Influence.
Feudal:
Gain a Jarl for free, and eitherâŠ
1.Forest Scavenging- Each time a tree is cut down in the influence of a Forest Camp, 20 non-animal food is gathered.
2.Valhalla - Killing enemy units gives double influence.
Castle
Villagers and fishing boats carry 5 more resources, and either.
1.Sacred Offering - Gothi carrying a Relic also generate influence as if it were garrisoned.
2.Wintering - Settlements can be updated into Town Centers for 200 stone. All Villagers are created 10% faster.
Imperial:
Increase Barracks and Siege Workshop train speed by 15%, and eitherâŠ
- Religious Fervor - Conversion is cast 33% faster. Gothi Heal now increases attack speed for all non-siege units by 8% per stackâŠ
- Danish Engineering - Rams and Siege Towers have 20% more hp.
Unique Danes technology-
Infantry:
Adrenaline Rush(Feudal) - Increases Berserk attack speed by 30% for 3s each time they are attacked.
Shield Wall(Feudal Age) - Movement speed is reduced by 25%, but gains +0/4 armor. Lasts 8s or when unit attacks.
Battle Rage(Feudal Age)- Military foot units have +10% movement speed while in combat.
Heathen Army(Feudal Age) - Military Foot units have +20 hp.
Warchief(Castle Age) - Tharl gains +2/2 armor, and 50hp. Nearby allies have +1 melee damage.
(Jarl)Danegeld(Castle Age) - Jarl captures a neutral Market or Dock, stopping enemies from trading this building. Additionally is given 50 Food, Wood, Gold, and Stone every 15s. For each captured neutral building.
Naval:
Carpentry(Castle Age): Ships cost 20% less wood.
Naval Archery(Feudal Age)-Fishing Boats can attack with arrows and deal 7.5 damage every 1.5s. Longboats and Fishing boats deal +5 against Incendiary ships.
Religious:
Relics(default) - Relics do not provide gold, instead provides a passive influence gain.
Treasure Hunters(Castle Age)- Relics grant double influence when garrisoned.
Burial Ground(Castle Age) - Sacred Sites also grant influence each time they generate gold.
Siege:
*Field Engineering(*Feudal Age) - Rams, Siege towers, and Longboats are built 200% faster by infantry.
Economy:
Domestication(Castle Age)- Mill will now spawn a pig every 120s. Cooldown reduced by 6s for every nearby farm. Pigs have 300 meat and grant influence.
Advanced Forestry(Castle Age)- Forest Camp now doubles the spawn rate of trees.
Pearls and Gems(Castle Age) - Fishing boats give additional 10 gold each time they gather from deep sea fish.
Defense:
*Heated Shot(*Imperial): Increases castle, town center, settlement, and tower attack arrow damage by 25%.
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Danes cannot make Hand Cannoneers
Danes can produce Crossbow Men in Imperial Age
Danes can only construct stone walls starting in the Castle Age
Danes can only produce Knights starting in Castle Age
Medium Armor is a new armor type: Charge, siege, and gunpowder damage is increased against this armor type.