Hey, quick disclaimers:
No i did not know Danes (and Poles) where actually going to be added nor do i work for FE, this is just a reworked design of my old thread that i have been working a bit on since summer, and i think now it would make sense to post it so we can have a discussion about different unit, card and mechanic ideas. Never been a better point than now to post it.
Danes are a faction based on the northern kingdom of Denmark and its various possessions in the games period. It includes Norway, Iceland, the Duchies of Slesvig and Holstein and various other possessions around the world and has references to all of them. Denmark historically was a pioneer of many things, from standardisation of measures and guns to the first laws on archeology and development of geology, and even to some of the first hints of nationalism in the 1600 and 1700s. The Danes therefore include several mechanics and unique cards in reference to these aspects.
The faction focuses towards ranged and is particularly weak to cavalry in the early game.
Unique mechanics: dig site, Diaries and friskytter
Dig sites are mines that Danes can place on the map, they provide 50% gold and 50% experience, and starts out at 0.4 of each resource (by comparison regular mines are 0.6), both resources are upgraded by mine upgrades. You can gain them either by ####### ### site wagons from the homecity or by sending a homecity card allowing your explorer to build them for a small fee.
Dairies replaces livestock pens for Danes, you can only have 2 at any given time. After sending appropriate cards from the homecity any herdable gathering at Dairies will grant passive income. Denmark has access to cows to begin with but cannot train sheep
Friskytte, friskytte is one of Denmarkâs unique units, they replace militiaman and are trained from the town center in batches, you can summon 5 a time per town center and they always are trained as a group of 5. They donât lose hp over time but are weaker at base than colonial militia. They are first available in age 2. They shadowtech as you age up.
Friskytte:
Cost: 30 food 30 coin (so 150 food, and 150 coin for a batch), 1 pop
Hp: 120
Resist: 20% ranged
Speed: 4
Ranged: 20 dmg, 3.0 reload, 16 range
Melee: 5 dmg, 1.5 reload
Tags: infantry, light infantry, gunpowder infantry, ranged infantry
Unique cards:
Guerilla warfare (age 3): adds a 2x multiplier against light infantry and increases speed by +0.5.
Gøngehøvdingen (age 4): ships 20 Friskytte, Friskytte trains faster and can be trained from outposts but are still tied in limit to town centers.
Quirks
Only has access to a single factory from homecity. Historically the danish industry was mostly focused on ships and the agricultural sector, if you want a second factory you need to choose it as an age up option competing with other choices.
Specialised but strong cards. Similar to sweden a lot of danish buff cards will only buff 1 unit but will in return grant bigger bonuses than usual. Same applies to economic cards, they are unique and strong but also less omnipurpose.
Alliances. Each age denmark can send cards from 2 other european allies granting them a host of that factionâs units for a price in coin. 500 at age 2, 750 in age 3 and 1000 in age 4.
Semi unique age up mechanics: great people. Denmark ages up by choosing a great person from within 5 categories: admirals, artists, generals, scientists and politicians. Each option is named after a famous or great person and gives either resources, semi unique units or small upgrades, based upon that individualâs history.
High experience income from specialized economic buildings.
Units
Barracks:
Pikemen
Side note: should speak german
Unique cards:
Protestant pikes (age 3): +20% hp and +20% melee resist, changes their cost to coin instead of wood
Landsoldat (age 2)
A cheaper musketeer with worse melee stats
Cost: 65 food 25 coin, 1 pop
Hp: 150
Resist: 10% melee
Speed: 4
Ranged: 23, 3.0 reload, 12 range
Melee: 10, 1.5 reload, multiplier of 1.5x vs cavalry and 1.25x vs shock infantry
Tags: musketeer, heavy infantry, infantry, ranged infantry, gunpowder infantry.
Foot soldier scanian war (age 2)
Foot soldier start of the great northern war (age 3)
Landsoldater in the 1864 war (age 4 and 5)
Generally speaking the visual design should be trench coats with a coloured stripe running down across their body attaching to a pouch.
Unique cards:
National conscription (age 4): increases the cost to 75 and 35 coin, improves the stats by +2 range, +10% damage and HP and +10% ranged resist.
Tinsoldat (age 3): increase damage and hp by 20%
Skirmisher (guard unit: Ski infantri)
Side note: should speak norwegian
Unique cards:
snigskytte (age 3): gives a charge attack with extra range, multiplier vs heavy infantry and damage.
When upgraded to ski infantry instead of getting the usual +10% atk/hp they instead gain +1 speed.
Stables:
Hussar (guard unit: garderhusar)
Shares typical upgrade cards with Fodgarde.
When upgraded to garderhusar gain 10% range resist instead of the typical 10%dmg/attack.
Jutlander (age 3)
A though dragoon with strong melee and a charge attack
Cost: 120 food 90 coin, 2 pop
Hp: 250 (from age 2 stats)
Resist: 30% ranged
Speed: 7
Ranged: 22 dmg, 3.0 reload, 12 range, multiplier of 3x vs heavy cavalry, 2.25x vs shock infantry and 2x vs artillery
Melee: 20, 1.5 reload, same multiplier as ranged
Charge ability: changes tags to heavy cavalry instead of light, locked to melee, gains a 2x multiplier vs skirmishers and gain +0.5 speed. 10 seconds duration, 1 minute cooldown, global effect.
Tags: light cavalry, cavalry, ranged cavalry
age 3 look
age 5 look (to the right)
Artillery foundry:
Fodgarde (age 3)
Apex musketeer/grenadier combo, equipped with repeaters and grenades, can face any foe but is extremely expensive and weak to artillery and can be kited by skirmishers.
Cost: 150 food 80 coin, 2 pop
Hp: 300
Resist: 35% ranged, 35% melee
Speed: 4
Ranged: 25 dmg, 1.5 reload, 12 range
Melee: 25 dmg, 1.5 reload, multiplier of 3x vs heavy cavalry, 2.25x vs shock infantry.
Charge ability: throw a single grenade, lasts up to 10 seconds, cooldown: 40 seconds, global effect. Stats as follows:
20 siege dmg, 3 AOE, 3x vs infantry, 12 range.
Shares typical upgrades with hussars
Falcon
Culverin
Mortar
Espigol (age 3)
A Unique multishoot danish light artillery unit, it fires 5 shoots from each barrel, it starts with 1 barrel and then get 1 extra barrel with each upgrade instead of a damage boost.
Cost: 300 coin 100 wood, 4 pop
Hp: 200
Resist: 75%
Speed: 4 limbered, 3 unlimbered
Siege: 20 dmg (5), 5 reload, 26 range, 2x infantry.
Dock:
Fishing boat (should speak icelandic/faroese if possible)
Gun boat (age 2)
Replacing the caravel, the gunboat is weaker than the caravel but is cheaper. It fires forwards making it quicker to engage targets. Limited to 8 boats at any time.
Orlogsskib (age 2)
2 deck ships of the line replacing the galleon, limited to 3 ships, it is a more powerful version of the galleon.
Skruefrigat (age 4)
A steam powered screw frigate of the type used in the 2nd Schleswig war. They have more health and are slightly more agile than normal frigates. Limited to 2 ships.
Panserskib (age 4)
Based on the Danish ironclad Rolf Krake. It carries 2 turrets and functions as the danish monitor replacement, you can only produce 1 at any given time but it has more health and firepower than your typical monitor.
Unique homecity cards
SandsvĂŚr silver mines (age 3): improves gather rate and yield from mines by +30%
Surveyor (age 2): allows your explorer to place Dig sites and improves his combat ability.
Countâs Feud (age 2, unique church card):
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Kirke ordinancen (age 2): churches now provide a 10% gather rate bonus to all villagers in a small area around the church, all economic buildings (estates, mills, Dairies and town centers) now cost 20% more. +1 limit to churches.
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Duke of Holstein (age 3, 1000 coin): sends 10 veteran doppelsoldners.
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German refugees (age 3, 500 food): ships 5 settler wagons and allows you to train settler wagons up to a max of 5.
Milking industry (age 4): Cows on Dairies now grant 1/1000 of their current resources as food per second. Cows can keep gathering from Dairies even when full, villagers tasked with gathering cows will still kill full cows gathering.
Holsteiner breed (age 1): Cows now have +50 max food and villagers gather 100% faster from cows.
Cow Trade (age 2): cows start with 100 extra food.
Danish fortification (age 4): sends a fort wagon, forts now have 30% more health.
Standardisation of calibres (age 3): artillery is now 30% cheaper.
Advancement of science (age 3): all economic upgrades (market, mills, plantations and capitol) are now 50% cheaper.
Danish foundry (age 4, infinite): sends a heavy cannon very fast.
North Atlantic whaling (age 1): Whales now also grant a small amount of food.
TEAM Ăstasiatisk kompagni (age 2): all asian allies receive 400 export, all african allies receive 400 influence, everyone else gets 400 coin.
Akan Allies (age 4, infinite, 1000 coin): sends 10 Akan Ankobia and upgrades them to guard.
3 age system (age 4): Dig sites now provide 50% more experience gather rate/yield, ##### # ### site prospecting wagons.
Indfødsretten (age 1): all age ups now cost 15% less.
Popular resistance (age 3): when your buildings (non wall) are destroyed they leave behind a friskytte.
Kronborg (age 4): ships a fort wagon, defensive structures (forts and outpost) now gives a small trickle of resources from every trade post within their range, 0.5 res/sec for forts and 0.25 res/sec for outposts. The resource matches what the trade post produces and gives experience from native posts.
Sergenter (age 3): all pikemen are transformed into halberdiers and replaces them as options in the barracks, all upgrades for pikemen also work for halberdiers.
Coalition warfare (age 1): all alliance cards cost 500 coin less.
TyttebĂŚrkrigen (age 3): skirmishers can now gather from berry bushes at half the usual speed.
Alliance cards:
Alliance cards are supposed to be about twice as strong as typical unit shipments for their age, but as mentioned earlier cost coin to send similar to mercs.
AGE 2 (500 coin):
- British: sends 12 longbows
- Dutch: sends 9 halberds
AGE 3 (750):
- German/austria: sends 4 doppelsoldner and 4 warwagons
- Poland: sends polish cavalry (idk what the polish units will be, somewhere around 2000 res, 2 types of cavalry)
Age 4 (1000):
- Russia: sends 20 strellets, 8 cossacks and 5 cavalry archers
- France: sends 4 cuirassiers, 10 skirmishers and 4 grenadiers
Team Danish brigade (age 3, 750 gold): all teammates get a shipment of unique danish units worth 10 pop. Denmark gets a shipment of unique teammate units worth 10 pop.
Unique age ups
Admirals:
an admiral when chosen gives access to a ship Denmark otherwise doesnât usually have access to and ships the unit, the limit of any of these ships is just 1.
(age 2) Niels Juel: sends 1 caravel and allows the training of 1 caravel.
(age 3) Peter Tordenskjold: sends 1 frigate and allows the training of 1 frigate.
(age 4) Steen Andersen Bille: sends 1 monitor and allows the training of 1 monitor.
(age 5) Edouard Suenson: sends 1 steamer and allows the training of 1 steamer.
Artists:
artist gives experience crates or straight up shipment points, allowing you to rapidly send shipments upon reaching a new age. Intended to be the âquickâ option.
(age 2) Peder Palladius: sends 400 experience in crates.
(age 3) Ludvig Holberg: sends 1000 experience in crates.
(age 4) Hans Christian Andersen: sends 1 shipment.
(age 5) Søren Kierkegaard: sends 2 shipments.
Generals:
generals give a small amount of a single unit and provide a small bonus to these units.
(age 2) Daniel Rantzau: ships 5 pikemen and pikemen from now on have 10% extra melee resist.
(age 3) Ulrik Frederik Gyldenløve: ships 5 skirmishers, skirmishers now have 5% more range resist.
(age 4) Frederik of Hesse: ships 5 fodgarder, fodgarde grenade reload reduced by 10 seconds.
(age 5) Christian Julius De Meza: ships 10 landsoldats, landsoldat gain +1 dmg multiplier vs cavalry in melee.
Politicians:
politicians gives crates of resources for an immediate boost.
(age 2) Peder Oxe: 500 wood
(age 3) Johan Friedrich Struensee: 800 coin
(age 4) Christian Ditlev F. Reventlow: 1500 food
(age 5) N.F.S. Grundtvig: 20% to all gather rates.
Scientists:
scientists provide unique buildings or upgrades related to buildings.
(age 2) Tycho brahe: sends an observatory wagon which periodically grants experience crates.
(age 3) Niels Steensen: sends 3 prospector wagons for dig sites and improves the gatherrate from those by 20%.
(age 4) Ole Rømer: TEAM observatory wagon.
(age 5) Hans Christian Ărsted: sends a factory wagon, allowing you to have a second factory.