this is my suggestion and design for a danish-norwegian faction for AOE 3 DE.
Denmark(-Norway)
Denmark-Norway is currently the only colonial power not in the game, the country was a major player in the start of periode and remained important till the Napoleonic war after which Norway was forced under Swedish rule under the peace term of the treaty of Vienna. In the half century following that Denmark fought 2 wars with the German confederation over the faith of Slesvig, a duchy on the Danish-German border with large populations of both Danes, Germans and Frisians.
My faction idea incorporates elements from the entire periode, from the Kalmar war to the 2nd Schleswigian war.
The faction is defensive in nature, with a strong navy and a strong lategame economy. it focuses on infantry with units specializing in a way most other factions simply donât.
Capital: Copenhagen
leader: Christian 4.
Christian the 4th is the longest reigning Danish Monarch and represent both a highpoint and a low point in Danish history. He reigned from 1588 to 1648, 60 years.
In terms of historical signifikans Christian built most of the famous buildings in modern day Copenhagen, started colonial expansion with colonies in Indias and a couple of decades after his death Denmark-Norway established colonies in the Caribbean.
As for Wars Christian lead Denmark into the Kalmar war which was a decisive Danish victory. Following this up Christian under promises from England and the Netherlands entered the 30 year war, the war proved disastrously for the Danish course, rather than taking the option to back out with a carte Blanche; Christian instead choose to take the battle and destroyed the Danish army in the process. This left Denmark open to a Swedish attack in the Torstenson war, a war Denmark never truly recovered from.
Units
Towncenter
volunteers/friskytte replaces minutemen, and have following changes:
doesnât lose HP over time
can be sent infinite times
spawns less troops than regular minutemen
limited at any time by your number of Town centers (similar to native allies)
the unit allows Denmark to bolster their forces with a small number of minutemen units that donât lose HP, the units lose effectiveness over the duration of the game due to their lag of upgrades, but will allow you to overpop your army a tiny bit at all times.
Barracks
Pikemen
unique cards:
protestant pikes (age 3 (team?)): increases their multiplier vs cavalry by +1 and changes their cost to gold from wood
The idea is that the unit is extra powerful against cavalry compared to other pikemen, giving Denmark a fairly unique way of fighting enemy cavalry even in to the late game. The pikemen inherently can be upgraded to imperial.
Landsoldat (age 2)
a musketeer that is slightly cheaper and weaker in melee than other musketeers
Hp: 150 MR: 10% speed 4.0 ranged: 12 range with 23 dmg melee: 10 dmg with a 2x multiplier vs cav.
cost 65 food and 25 gold
gain +5% MR per age, making their imperial melee resist a little better than musketeers.
unique cards:
national conscription (age 4): increases the units cost (75 f 35 g), increase range by 2, increase all dmg by 25%
This version of the muskteer provide Denmark with a cheap general purpose unit in the early game, But is drawn back by relatively high weakness to melee, the unit is still cost effective vs cavalry but is far from as useful at actually killing it as other muskteers. Later upgrades allows the unit to become stronger at both firefighting and holding its ground in melee but the unit never becomes a great option for cavalry. To an extend it can be seen as the opposite to the carolean, wanting to avoid melee when possible.
(imperial age version, painting from the 2nd schlewegian war)
historically Landsoldats was like many other units in Europe at the time levied peasants from the country side given basic combat training, due to the nature of levying (essentially it was seen as a punishment) the moral and disciplin was lagging in the unit. Several battles with Sweden started out well for the Danish army but got turned once the lines got close to each other.
Sharpshooter (age 3)(guard upgrade: ski infantry)
A unique Skirmisher with more range
Hp: 120 RR: 30% speed: 4.0 ranged: 22 range with 16 dmg melee: 6 dmg (same multipliers as normal skirmishers)
cost 60 food and 65 gold
unique cards:
mountain warfare (age 3): increases dmg multiplier against infantry by +0.5
this unit of Norwegian sharpshooters gives Denmark a slightly better version of skirmishers than other nation while keeping it unique. the unit benefits from increased ranged and a very slight increase in dmg in return for an increase in food cost. the unique card allows them to become the strongest anti heavy infantry skirmisher in the game pop for pop while still performing below cassadors in other scenarios. the unit does not get skies.
(norwegian ski troops in the Napoleonic war, industrial age look)
Sharpshooters where used frequently by Denmark, esp in the border territories of Sweden and Norway where the mountainous terrain made more regular warfare impractical. the sharpshooters where keen shooters and once killed a Swedish king poking his head over the top of a trench. By the Napoleonic war skies where often used in skirmishes with Swedish troops hense giving them their famous name of âski infantryâ and probably the most well known name internationally due to games like Civilization 5.
Stable
Hussars (guard upgrade: livgarden til hest)
shares upgrades with grenadiers but otherwise a pretty standard
Jutlander (age 3)
a unique Danish dragoon with more HP and a strong melee attack
Hp: 270 RR:30% speed: 7 ranged: 12 range with 22 damage melee: 25 dmg (same multipliers as dragoons)
cost: 120 food and 100 gold, 2 pop
unique cards:
slesvigske dragoner (age 3): +10% speed
or +.5 dmg vs heavy cavalry
This Danish dragoon is equipped for melee, it provides them with a strong dragoon that can quickly charge enemy exposed artillery and fight enemy cavalry in melee. The card increases their speed to make it easier for them to engage in melee or kite away. i donât if they should be tagged as light or heavy cavalry, heavy might be more appropriate so they can fight skirmishers but also get countered by enemy dragoons.
(as they looked in the Napoleonic era, note that pants change a lot picture to picture, guess this would be fortress age version)
(as they looked during the 1st Schleswig war, guy on the left is a German POW, imperial/industrial age version)
Perhaps 1 of the more known Danish regiments, det Jydske dragoon regiment, are Danish dragoons infamous for their boldness in combat, equipped with carbines and sabers these guys are better in melee than their contemporaries.
Artillery Foundry
grenadiers (guard upgrade: fodgarden)
Danish grenadiers, used as a lifeguard.
(note: shares HC upgrades with heavy cavalry, similar to musk/grens for brits)
falcon
culverin
mortar
Dock
caravel replaced by kanonbÄd
KanonbÄd are forward firing rowboats that quickly can engage enemy, very cheap to produce but with less HP than the caravel.
Emergency program to procure new ships for the English war (Danish-British war over napoleon war). the boats proved effective in the shallow and often narrow parts of the Danish coast.
Unique Features/economic stuff
limited settler population: 70
livestock pens are limited to 5
church card (Ălvsborg Ransom):
German immigrants (800 food): sends 5 settler wagons and allows you to train them from your TC up to a limit of 10
Denmark invited many Germans up into southern Jutland/Slesvig to settle the hostile land for farming
impregnable defenses: walls, forts and outpost cost increase by 20% but hp and dmg goes up by 50%
The Danish capital withstood many assaults in the periode
defender of protestantisme (1500 wood): sends 25 pikemen, pikemen buffed by 20% attack and HP.
Denmark entered the 30 years war with an army of the time, which included many pikemen
homecity cards
Civil-state (age 3): increases production from estate and mills by 20%
Dairies (age 4): from now on all livestock at a livestock pen passively gives 1/1000th of their worth in food
TEAM Golden age (age 4): all economic upgrades are cheaper
Armed neutrality (age 3): trade posts give more resources
Ăresund dues (age 3): gives a small stacking gold income from every card you sent from now on (think 0.1 gold a sec.)
Butter export (age 1): 20k food is exchanged for 30k gold, can be sent once.
Danish foundry (age 4): ships 1 heavy cannon immediately, cost 200 gold, can be sent infinite times.
Bhakti allies: similar to other nations allies. I would have preferred inuits or African allies but lagging those then these guys seems reasonable. Possible the upcoming African expansion will include natives useful to us here.
Revolutions
Norway: focuses on ski infantry, also avialable to sweden.
united states: same as everyone else
Slesvig-Holstein: economic focused revolution
Pan-Scandinavian: gain some Swedish units, also avilable to Sweden (who gains some Danish units)