Denmark, the boring civ?

I’ve played some team, and a (tiny) bit of treaty, and more recently a decent amount of 1v1 Sup (at least compared to how much 1v1 sup I’ve played with other things recently), and my conclusions are a bit different.

I actually really like their military in 1v1. I’m a more mechanical player, my skirm-goon micro is pretty decent (for a ~1400 1v1 ELO player) and Snaplock (III) is really fun. With decent unit control you can get a lot of value out of that card. I’ve had a number of games where I won with lower resources gathered because of taking good trades. If you consider the dynamics of 22 range skirms and 16 range Dragoons it makes sense. If I move my skirms towards yours, 2-3 lines of mine can shoot when 1ish of yours can. At the start of the engagement that should be giving me roughly 2-3x the damage output vs a lot of civs (in theory, prob a bit less uniform than that in practice). But sometime I don’t even need to take the full engagement. I can poke well and skirm + goon is very mobile especially when you can pull off pull-trick micro. Ski Troopers also have that extra +0.25 speed, at which point I can have 22 range and 4.65 speed for a really strong skirm (though kinda unconventionally so). 16 range on Dragoons can also allow your Dragoons to shoot over your skirms (when masses aren’t huge yet) which is kinda ideal for the poking skirm battles imo. You sometimes just want Dragoons there incase hand cav shows up. You probably don’t always want to use your Dragoons in a skirm goon battle.

On their eco, it’s definitely a lower eco civ. I often found Confiscation (II) not to be worth sending unless it made sense for the MU or my opponent clearly wanted to be greedy with shipments. Great Belt Tolls (IV) ended up getting dropped from my 1v1 decks as I’ve rarely been able to consider an FI (It’s basically always an FF) and if I spend a long time in age 3 the value of GBT goes down a lot. Moving GBT to age 3 and dropping it to +400-500 would make it more valuable I think. Both are better in team I think.

imo knowing what your opponent just sent can be huge in a 1v1. I’ve been in age 4, seen my opponent sent 2 Heavies and so I sent 4 Culvs. I’ve been in age 3 and seen my opponent send something and then chosen my shipment based on theirs. Sometimes you might also see a card come in that tells you “time to get out of here” during a push. Regarding the card slots, it gives you more options. You’ll rarely send everything, but having the extra slots means I can add things to give you an advantage if they end up being useful. A lot of higher level 1v1 decks are very tempo heavy, so a card or two that aren’t can be huge if things go late game (and you can take that advantage without costing a lot of tempo cards). Also, you can send 300 res during transition and have them arrive as 700 res (really nice for FFs). If you time it right you can even squeeze in the 50 random res tech from the CH and have the crates gathered mostly by the CH (maybe putting two vills on the large crate for more speed). FFs are definitely possible, but might kinda be one of the only builds. You don’t need a fast age imo.

Regarding WR, from my understanding using it to balance things is sketchy given how an ELO system works. I don’t really want to go deep into that right now though. Having said that, that’s probably a big enough divergence that it’s telling us something, but it could just be that the civ isn’t fully optimized yet. I think Poland is op right now so them being over 50% WR isn’t a shocker (though given time they probably just inflate their users’ elos a bit and look normal).

I’m currently sitting on an over 50% WR with 1v1 Denmark. I do think they are (a bit) underpowered in 1v1, but I feel they may be a higher skill-ceiling civ (and a lower skill floor) than some others. Snaplock allows a lot to be gained from good skirm-goon micro, and knowing what your opponent just sent is probably not useful at some lower levels. Currently I also feel the civ may be getting kept down by a serious weakness to age 2 timing pushes. You have a low early eco, I haven’t tried much age 2 play, but I feel like you basically have to age and that your opponent kinda just has a window for “push denmark and they GG” with some civs.

In treaty their MM unit is pretty strong I think, but the rest of their military seems kinda meh. Snaplock is less overpowering, as that type of micro is less relevant at that point, so they kinda seem bad given the lower raw stats. Their eco is also pretty strong with cows + great milling + fur trade.

I think both of these maybe fixable.

As someone who enjoys the civ, I’d start with something like this and go from there:

Politicians:
Age III:
8 crossbowmen replaced with 6 skirmishers.

MM unit:
Add a 1.5x vs heavy infantry by default.
Counter Infantry Rifling now longer improves them (add a -1x to counteract the +1x that it currently gives them).

Cards:
Tin Soldiers (IV) is +10% hp and +5% siege armor on Skirms, Musks, and Grens, moved to age II.

Fur Trade (I) removed.

Agrarian Reforms (I) nerfed to either +20% on mills (Folwarks are super op imo but can be balanced separately).

Add a new “Royal Guard’s Training” card to age 4 that gives all your Royal Guard units (which is almost everything) +5% attack and hp.

Maybe nerf the extra speed on RG huss a bit. +0.2 is kinda massive imo. +0.15 or 0.1 might be better.

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