[DLC Proposal] Chronicles: Kings of the North – New Civilizations & Campaigns

Hi everyone!
I’ve prepared a new, complete concept for the next DLC expansion — this time set in medieval Scandinavia. The spotlight is on Norwegians :norway:, Swedes :sweden:, and Danes :denmark:, whose history eventually converges in the Kalmar Union.

This DLC introduces not only new civilizations and units, but also campaigns based on real historical figures and events that shaped Northern Europe.


:mantelpiece_clock: Timeline & Historical Context

  • 9th–11th c. – Norwegian expansion across the Atlantic (Iceland, Greenland, England, Vinland).
  • 13th–14th c. – economic growth of Gotland and Swedish mining centers.
  • 14th–15th c. – the unification of Scandinavia under Queen Margaret I and the rise of the Kalmar Union.

The campaigns span three distinct periods, but all remain within the spirit of the Middle Ages — exactly what the AoE2 community craves.


:castle: New Civilizations: The Northmen

:norway: Norwegians (NORSE)

  • Theme: far-seafaring explorers and warriors of the fjords.
  • Bonuses:
    • Transport Ships are faster and cheaper
    • Infantry gains bonuses in forests and on hills
    • Warships +10% HP
  • Unique Unit:
    • Hirdman – heavy infantry with shield, strong vs. cavalry.
  • Unique Technology:
    • Saga of Leif – Transport Ships gain higher capacity and stronger armor.

:sweden: Swedes

  • Theme: mining and trade power, strong infantry and artillery.
  • Bonuses:
    • Gold and stone mines last longer
    • Crossbowmen fire faster
    • Bombard Cannons and Cannon Galleons gain extra range
  • Unique Unit:
    • Hakkapeliitta – fast light cavalry with a ranged strike (hit-and-run).
  • Unique Technology:
    • Gotland Steel – grants +armor to infantry and ships.

:denmark: Danes (Kalmar Union)

  • Theme: control of the Øresund and maritime trade dominance.
  • Bonuses:
    • Trade Cogs generate extra gold
    • Coastal Castles can build “Naval Workshops”
    • Infantry is cheaper when Monks garrison relics
  • Unique Unit:
    • Jomswiking – elite mercenary warrior, expensive but devastating in melee.
  • Unique Technology:
    • Sound Toll – doubles income from trade routes.

:crossed_swords: Shared Northmen Features

  • “Ports and Shipyards” – access to a Naval Workshop with unique upgrades.
  • “Strength of the Sea” – all Northmen ships gain bonus HP.
  • “Legacy of the Union” – in team games, Northmen civs grant each other extra naval bonuses.

:scroll: New Campaigns & Heroes

1. :norway: Olaf Tryggvason – Campaign Outline

Background

Olaf Tryggvason (c. 960–1000) was one of the most charismatic Viking rulers. Born into a royal Norwegian bloodline, he spent his youth in exile, raiding across the Baltic, England, and Ireland. Later, he returned to Norway with a powerful fleet, seized power, and began uniting the realm. His reign is remembered not only for war but also for his zealous attempt to Christianize Norway and Greenland — and for sending Leif Erikson westward to Vinland.


Scenario 1: Viking in Exile

  • Map: The Baltic Sea, Slavic coast.
  • Objectives: Survive with limited forces, raid coastal villages, and amass wealth to build a fleet.
  • Special Twist: Olaf begins with no town center. He must rely on raids, mercenaries, and diplomacy.

Scenario 2: King of Norway

  • Map: Norway’s rugged fjords.
  • Objectives: Defeat rival jarls and unite the country under Olaf’s banner.
  • Special Mechanics: Heavy use of longships for coastal assaults and quick raids. Open battles are dangerous — guerrilla tactics are favored.

Scenario 3: The Crusade of Conversion

  • Map: Coastal Norway and Iceland.
  • Objectives: Destroy pagan temples (Monasteries) and spread Christianity by training and protecting monks.
  • Special Mechanics: Balance between economic growth and religious influence. Force can be used, but excessive violence may lead to rebellion events.

Scenario 4: The Road to Vinland

  • Map: Three phases — Norway → Greenland → Vinland (North America).
  • Objectives: Establish colonies and escort Leif Erikson safely to the New World.
  • Special Mechanics: Build settlements along the way, fend off hostile weather events, and face Skrælings (native AI). Exploration and survival take priority over conquest.

Scenario 5: The Battle of Svolder (1000 AD)

  • Map: Baltic islands, narrow straits.
  • Objectives: Survive against the coalition of Danes, Swedes, and Jarl Eirik of Lade.
  • Special Mechanics: Naval showdown. Olaf commands the legendary flagship Ormen Lange (the Long Serpent) with increased HP and attack.
  • Ending: No matter the player’s efforts, Olaf’s fate is sealed — he leaps into the sea, vanishing from history. The epilogue shows Leif Erikson continuing his mission westward.

Olaf as a Hero Unit

  • Type: Infantry (custom Huskarl-style).
  • Abilities:
    • Aura “Christianization”: boosts conversion speed of nearby monks.
    • Command of the Long Serpent: unique longship with superior stats.
  • Symbolism: A bridge between the pagan Viking world and the Christian medieval realm.

2. :denmark: Campaign: Queen Margaret I – Lady of the North

Margarethe I. – Wikipedia.

Mission 1: Waldemar’s Legacy (1375)

  • Background: After the death of King Valdemar Atterdag, Denmark is left without a clear successor. Margaret fights to secure the throne for her son Olaf. German princes and the Hanseatic League support rival claimants from Mecklenburg.
  • Objectives:
    • Maintain control over Denmark’s key castles.
    • Repel attacks from Mecklenburg forces and the Hanseatic fleet.
    • Crown Olaf as King of Denmark (build a Castle in Copenhagen).
  • Mission style: Defensive + naval/economic warfare (constant raids from the Hanseatic League).

Mission 2: The Crown of Norway (1380)

  • Background: After the death of Haakon VI, Olaf (Margaret’s son) inherits the Norwegian throne. However, local nobles and clans resist Danish influence.
  • Objectives:
    • Capture three Norwegian strongholds (Bergen, Nidaros, Oslo).
    • Secure the seas against pirates.
    • Survive until Olaf’s coronation.
  • Mission style: Land and naval conquest on a rugged, fjord-filled map.

Mission 3: A Shadow over Sweden (1388–1389)

  • Background: Discontent with their king, Swedish nobles invite Margaret to claim the throne. King Albert of Mecklenburg raises an army to resist her.
  • Objectives:
    • Gain the support of Swedish nobles (ally with towns).
    • Defeat King Albert in the Battle of Åsle.
    • Imprison Albert in Kalmar Castle (escort him to the fortress).
  • Mission style: Large field battle + political elements (towns can switch allegiance if persuaded).

Mission 4: The Kalmar Union (1397)

  • Background: After her victory over Albert, Margaret convenes the nobles of Denmark, Norway, and Sweden at Kalmar to unite them under one monarchy. Not everyone accepts her rule—rebels rise to oppose unification.
  • Objectives:
    • Capture and hold the three capitals: Copenhagen, Oslo, Stockholm.
    • Defeat the rebel forces.
    • Secure the throne for Eric of Pomerania.
  • Mission style: Epic, multi-phase scenario—initial diplomacy (convincing towns), followed by full-scale war against rebels.

Mission 5: Lady of the North (1397–1412)

  • Background: Though the Kalmar Union is established, maintaining it is far from easy. The Hanseatic League continues its hostility, and unrest brews within the union. Margaret must summon all her strength to preserve stability.
  • Objectives:
    • Defeat the Hanseatic fleet and secure Baltic trade routes.
    • Suppress internal rebellions in Sweden.
    • Construct the “Palace of the North” (Wonder) to symbolize dominance over the union.
  • Mission style: Economy + naval battles + suppressing uprisings across the map. A final showcase of Margaret’s power.

:ocean: Campaign Themes

  • Unification of Scandinavia – narrative of political brilliance and resilience.
  • Wars with the Hanseatic League – strong emphasis on naval gameplay.
  • Rebellious Sweden – balance between alliances and conquest.
  • A female ruler in the Middle Ages – rare and powerful theme, like Joan of Arc.

3. :sweden: Campaign: Engelbrekt Engelbrektsson – The Swedish Rebellion

Mission 1: The Spark of Revolt (1434)

  • Background: Peasants and miners of Bergslagen rise against the crushing taxes and abuses of King Eric of Pomerania’s officials. Engelbrekt emerges as their leader.
  • Objectives:
    • Establish your base in the mountains (survive the first royal attacks).
    • Recruit peasants and miners (convert villages / train unique rebel units).
    • Destroy the bailiff’s stronghold in Västerås.
  • Mission style: Asymmetric start – weak forces, improvised peasant army.

Mission 2: March on the Castles (1434–1435)

  • Background: The rebellion spreads across Sweden. Engelbrekt captures several royal strongholds, gaining support from the common people.
  • Objectives:
    • Capture three royal castles (Falun, Örebro, Borgholm).
    • Protect the villages (lose no more than 2).
  • Mission style: Castle conquest with limited resources – rely on local recruitment.

Mission 3: The Riksdag of Arboga (1435)

  • Background: Engelbrekt is formally elected “Captain of the Realm,” while nobles and clergy must accept his leadership. Yet some elites distrust a leader of the common folk.
  • Objectives:
    • Secure the allegiance of nobles and clergy (alliance/diplomacy).
    • Repel royal counterattacks.
    • Keep Engelbrekt alive throughout the mission.
  • Mission style: Political + defensive – diplomacy and survival are key.

Mission 4: The Shadow of Betrayal (1436)

  • Background: Engelbrekt’s power is limited by rival noble Karl Knutsson Bonde, and internal conflicts weaken the movement. Royal armies attempt to regain control.
  • Objectives:
    • Defeat the royal army in a pitched battle.
    • Prevent treacherous vassals from seizing Stockholm.
  • Mission style: Large open battle + twist where allies can betray you mid-scenario.

Mission 5: The Fall of a Hero (1436)

  • Background: Engelbrekt is assassinated by the knight Magnus Bengtsson. The rebellion loses its leader, yet his legacy lives on as a symbol of Swedish resistance.
  • Objectives:
    • Defend the last rebel strongholds for a set time.
    • Protect at least 5 villages to keep the people’s morale.
    • After Engelbrekt’s death, survive until a new leader emerges (Karl Knutsson Bonde as an ally).
  • Mission style: Defensive with dramatic mid-scenario event (death of the hero). Tragic yet heroic conclusion, similar to Joan of Arc’s campaign.

:small_blue_diamond: Campaign Themes

  • Popular rebellion – peasants and miners against royal power.
  • Uneven struggle – weak forces vs. castles and professional armies.
  • Political tensions – initial unity, later betrayal and division.
  • Heroic legacy – Engelbrekt dies, but becomes a symbol of Swedish freedom.

:shield: New Special Units (for campaigns / scenarios)

  • Longship – faster Drakkar with both transport and ranged attack.
  • Fjord Guardian – heavy naval infantry (pike + shield).
  • Harvester-Sailor – eco unit: fishes faster and can repair ships.

:classical_building: Nordic Architecture – New Set

The DLC would introduce a new “Nordic” architectural style, distinct from other European sets.

  • Houses :house_with_garden: – long wooden halls with turf or shingle roofs, dragon-head carvings.
  • Town Center :shinto_shrine: – rectangular wooden hall with central hearth and carved beams.
  • Monasteries & Churches :church: – inspired by stave churches: tall, multi-tiered, richly decorated.
  • Walls & Towers :shield: – timber-stone mix, simpler but sturdy.
  • Castles :castle: – cliffside or fjord fortresses, wood-stone hybrids built on hills above water.
  • Docks & Shipyards :anchor: – long boathouses with visible Drakkar hulls, adorned with dragon motifs.

:backhand_index_pointing_right: Visual identity: dark wood, steep gables, dragon carvings, stave churches — instantly recognizable on the map.


:speech_balloon: Community Feedback – Answers

“Won’t the Northmen be OP on water maps?”
:right_arrow: Each civ has its own naval niche: Norwegians = mobility, Swedes = artillery, Danes = trade. None dominates in all aspects.

“Should the Kalmar Union be its own civ?”
:right_arrow: Better as a team bonus mechanic, representing the alliance rather than a fusion civilization.

“Will heroes get active skills?”
:right_arrow: Only simple auras (healing, morale, one-time conversion), consistent with the AoE2 engine. No MOBA-style abilities.


:bullseye: Why “Kings of the North”?

  • A return to the Middle Ages, exactly what the community is asking for.
  • Three civs with a shared theme but unique gameplay.
  • Campaigns rooted in real historical events and legendary figures.
  • Expands AoE2 into Northern Europe — a region long underrepresented in the game.

:red_question_mark: Questions for You

  • Which campaign sounds the most exciting?
  • How would you balance Northmen naval power?
  • Which other Nordic heroes would you like to see?


Castel Age:

Imperial Age:

Castel Age


Extra Imperial Age

3 Likes

The Caroleans are named after Karl the 11th and 12th, they are most certainly well outside of the time frame of AOE2 - and belongs in AOE3 where they exist. They are post 30 year war origin, way too modern for AOE2.

These are even more modern, post great northern war, if you wanna play with this timeframe AOE3 is the place to do so.

This happened in 1657, again its too modern. Also does AOE2 even differentiate between terrain like that?

This is more in line with the period although Marine Huskarl is a pretty uninspired name - i don’t have a better idea tho.

I personally think Norway is already covered by the “vikings” well, there just wasn’t a whole lot of particularly interesting things happening with Norway in the 13th century onwards.

If i was going to make a Danish campaign in AOE then i would focus on Valdemar IV Atterdag, who reunited Denmark and re-established it as northern Europe’s main power and set up his daughter to create the Kalmar union.

2 Likes

This is only my idea, and of course I would like it to be refined and improved by people more experienced in this field. Still, I truly believe that the Swedish Deluge as the main Swedish campaign would be a very strong choice – it could serve as an ideal bridge between AoE II and AoE III.

Of course, not all of my suggestions fully fit the “classic” AoE II setting – but the same can be said about Return of Rome or Battle for Greece. Inspired by Battle for Greece, where naval warfare was significantly expanded and we even returned to pre-medieval times, I think we can also “stretch the Middle Ages a bit” in order to tell a great story and add more gameplay variety.

Once again, I want to emphasize that this is just a proposal, and I am very open to seeing it developed, adjusted, or even reshaped by other members of this community. Perhaps together we can create an example of a DLC that could one day be accepted.

I warmly invite everyone to share their ideas, suggestions, or new perspectives in this “Northern” theme! :crossed_swords::snowflake:

In my opinion, AoE II is still missing the “Northern Kings” – Scandinavia and its incredibly rich history have not yet been fully explored in the game. The Kalmar Union would be a wonderful storyline and a strong foundation for a campaign.

It would also be great to go beyond Scandinavia itself – towards Poland, the Baltic countries, Rus, or even further. After all, the reach of the northern warriors extended as far as Byzantium, which means campaigns could take place not only in the fjords and straits, but also along great rivers, on the steppes, and across the southern seas.

Of course, this idea can be developed in many different directions, completely different from the way I presented it. This is only my suggestion and an inspiration for further discussion. I am not a historian, so I would be glad to see how other members of this community expand or improve this concept.

Most recent AoE II DLCs usually include 3 campaigns, 3–4 new civilizations, and full tech trees with unique units and technologies.
I would suggest shaping a Northern-themed expansion around three different types of campaigns to cover the full spectrum of the region’s history:

  1. An offensive campaign – where a northern civilization launches a major expedition and attacks other parts of Europe (for example, the Swedish Deluge).
  2. A defensive campaign – where the north has to withstand invasions and raids from external enemies.
  3. An internal campaign – focused on dynastic struggles, political unions, and the fight for dominance within Scandinavia itself (for example, the Kalmar Union).

This structure would ensure both variety in gameplay and narrative, while keeping a consistent Northern theme.

What do you think? Feel free to comment, edit, and bring in your own ideas – new units, unique mechanics, even tech tree adjustments. Maybe even share some concept art or images to illustrate your vision. Together we could build a strong example of what a Northern DLC could look like.

As Jonasnee8581 mentioned, the Kalmar Union is truly the most brilliant idea that could be introduced into AoE II. It combines naval power, internal struggles, and large-scale conflicts with Europe in a way that perfectly fits the game’s style and opens up countless campaign possibilities.

Norwegians could probably be just Vikings, maybe renamed to Norse?
I’m not knowledgeable about the setting but it would be strange to not have Saxons if you go for something like this. Would you fight Goths in Harald’s campaign?
So you could have a Viking rework and add Swedes, Danes and Saxons.
I agree with the other user that the way you design Swedish is out of the game’s scope. I would agree to add a 17th century campaign only if there was a gunpowder rework but that would render obsolete basically everything except gunpowder units, specially archers, so I’m not sure it would fit the game nevertheless.
Same reason why I wouldn’t add Dutch as it is, in Europe the game ends around mid 16th century, but I’m sure you can find a better candidate for a Swedish campaign and focus their design more on middle ages.

1 Like

With a small correction on my side, based on your feedback, I see a “Kings of the North” concept like this:

  • Norse (Norwegians, 9th–11th century) – Viking raids and naval expansion into Britain and beyond, with leaders like Harald Fairhair (unification of Norway) and Harald Hardrada (the last great Viking, Stamford Bridge 1066).
  • Swedes (12th–13th century) – medieval expansion into Finland, the Baltics, and wars against Novgorod and the Hanse, with figures like King Eric IX “the Saint”, Birger Jarl, and Magnus Ladulås.
  • Danes (14th–15th century) – the Kalmar Union (1397–1523), uniting Scandinavia under Danish leadership through Queen Margaret I and later monarchs, while facing Swedish revolts (Engelbrekt, Sture) and conflicts with the Hanseatic League.

This way, each faction gets a distinct role – raiders, crusaders, and unifiers – all within the AoE II timeframe.

What do you think, dear friends?

/edit add:
For a “Kings of the North” concept, we wouldn’t even need to invent brand new enemies – most of them are already represented in AoE II. Here’s how it could look:

  • Norse (9th–11th century) – Viking raids against Saxons/Anglo-Saxons (Celts or re-skinned Vikings), clashes with the Franks at Paris, expeditions to Byzantium (Byzantines) and raids in the British Isles (Celts).
  • Swedes (12th–13th century) – crusades into Finland and the Baltics, fighting the Teutons (as the Livonian Brothers of the Sword), wars against Slavs (Novgorod), struggles with Lithuanians (Baltic tribes), and occasional rivalry or alliance with the Poles.
  • Danes (14th–15th century, Kalmar Union) – Scandinavian unification under Queen Margaret I, but constant wars against the Teutons (Teutonic Order and Hanseatic mercenaries), pressure from Poles and Lithuanians over Baltic trade, and opposition from the Bohemians (Holy Roman Empire influence).

This way, each northern campaign has distinct flavor – raiders, crusaders, and unifiers – while still using existing civs as natural enemies. No need to reinvent the wheel, but it creates lots of variety in scenarios.

1 Like

isn’t a chronicles expansion. Would be a good old standard DLC concept.

I would like to see this with the addition of a new unit: The Shieldman. Given to most Northern/Central european civs. And potenitally even some others if it fits in - unfortunately IDK if this kind of weaponry/combat technique was used also in eg parts of Asia.

The Shieldman would be the answer to the Skirmisher bottleneck we had faced (which also lead to the nerf of skirms). As it would be the ideal counter to Skirms (but also good against other ranged options) - while terrible in melee. Allowing games to develop out of that bottleneck if at least one of the Civs has it available. It would then be the fourth trash unit completing then a rectangle reliationship.
A northern europe expansion would be ideal to implement this.

The designs of the civs need to be developed still. The issue is ofc to find a distinctive tech tree and playstyle for each of these civs. Ideally ofc one of them should be Cav focussed, one archery and one infantry. But it’s possibly hard to fit this in lore-wise. Potential is probably for Swedes: Cav + Gunpowder. Danes: Infantry (+ cavalry) and Norwegians: Archers + Infantry (The inverse of Vikings)

Also would like to see this and perfectly fits with the DLC.

Idk if we really need 3 more Northern European civs, it’s also a potential that Norwegians will just be “overhauled” Vikings (?). But for me the big factor in here would be the naval overhaul and implementation of a shieldman type unit.

1 Like

So basically this would mean Norse as a Viking rework, and Sweden + Denmark as the proper new civs, right? That makes a lot of sense to me.

How do you picture the naval side of it – especially the wars on the Baltic, the North Sea and even the Atlantic? I feel like this could be a huge part of the DLC’s identity if done right.

Really nice to see the discussion moving in such a positive way, lots of good ideas coming up that make the concept even stronger.

Thanks a lot for all the replies! Would be great if you keep throwing in your fixes and ideas – together we can make this even better.

In the Kings of the North concept, all three civilizations would be tied together by a common theme – ports and shipyards. Each kingdom would make use of the sea in a different way, creating distinct playstyles while still sharing the same northern identity.

  • Norse (Norwegians) – specialized in raids and seaborne assaults. Their unique units include the Berserker (shock infantry), Varangian Archer (elite archers with better melee ability), and the Longship – a raiding vessel capable of both transport and coastal attacks. Ports for the Norse could provide faster transport and mobility, encouraging constant harassment of the enemy.
  • Swedes – focused on combining economy and offense. They could field the Riksriddare (royal knights, slower but highly resistant to arrows), Dalkarl Footman (cheap levy infantry), and early gunpowder infantry like the Stenbock Gunner. At sea, they would rely on siege-oriented warships and artillery. Ports would expand Baltic trade routes, giving them an economic edge. Their playstyle: a strong economy supported by artillery and naval siege power.
  • Danes (Kalmar Union) – centered on infantry and heavy navy. Their units include the Kalmar Guard (elite shield infantry instead of generic Champions), the Kalmar Pikeman, and naval powerhouses like the Kalmar Cog and Union Warship. Ports for the Danes would act as fortresses on water, providing both defense and production. Their playstyle: control of the Baltic and naval dominance.

This way, each civ gains a distinct northern character: the Norse as raiders and invaders, the Swedes as traders and artillery lords, and the Danes as Baltic naval rulers. All of this is tied together by ports and shipyards, balancing economy with warfare and turning the sea into a true battleground.

At the same time, we wouldn’t exclude land warfare – especially for the Norse, whose infantry and shock tactics (berserkers, guards, archers) were absolutely key to Viking success. The DLC would therefore expand both fronts equally: land and sea.

What do you think, folks? Feel free to add your ideas or tweaks
For now I’ll wait for more of your opinions – then I’ll put everything together and edit the main post into a full concept. Would be great to hear more thoughts and ideas from you all

I did a bit of Civ Crafting. To get the civs into a “shape” where I think they would be in a solid spot.
I tried to use as many impressions of yours into account, though in many cases I changed the actual effects for various reasons. Not because I wanted to override your ideas, but rather because it just would fit better into the game for my perspective. But that’s ofc subjective.

Ofc first point is to add a “Shieldman” type unit. I still believe that this one I made a long time ago would still be a very good choice to implement. But I’ve also seen other people’s ideas that look fine stat wise - I only question if the game mechanics would allow them to perform effectively as intended (auto-target selection is the keyword here).

First my tweaks to Vikings/Norwegians

  • Bogsveigar moved to Castle Age, made Cheaper (100 F, 250 G)
  • Chieftains moved to Imp, Gold Generation removed. instead adds + 25 % HP, +1 PA to all foot soldiers (1200 F, 900 G)
  • Lose free Hand Cart, but Wheelbarrow from Dark Age
  • Lose elite Skirm but get access to Hand Cannoneers
  • Lose Champion

Swedes

  • Knights get +1 Shriamsha Shield per Age
  • Can Train Proto-Knights in Feudal (very slowly, massively less HP (eg 60) and less Attack (eg 7) - needs testing to get exactly “right”)
  • Gunpowder Units deal 50 % more Bonus Damage
  • Trees last 50 % longer
  • Warships cost - 33 % Gold
  • UU (Barracks): Knut: Armed with Axe => Bardishe. Trash Raiding anti-Infantry unit replaces militia line, Bonus vs Monks (50 F, in the early stages evenly matched with the militia line 1v1, but considerably stronger in killing villagers - less effective agianst Buildings)
  • UU (Castle): Karolingian. Gunpowder Unit with low Range, but fires fast with Bonus agains Cav, Eles, Camel and Spear Units. Projectiles deal both pierce + melee Damage, (considerable amount of melee armor)
  • Castle Age UT: Plundringen. Melee Units collect Gold from killing enemy Units (5 G each)
  • Imp UT: Trench Warfare: Gunpowder Units get Shields (Shrivamsha (2?) + Pagoda (1?))
  • TB: Heavy Cavalry +1 PA in Imp
  • Miss Husbandry, Hussar, Halberdier, last Infantry Armor, last Archer Armor, Arbalester, Bracer, Heavy Plow, (Paladin), Siege Engineers

Danes

  • All food sources last 20 % longer
  • Archer Line +1 Attack vs Infantry per Age
  • Relics increase Attack Speed of Infantry (+ 5 % uo to 25 %)
  • Trade Units don’t need to drop off ressources (continouus income while being on a trade route)
  • Siege Units “heal” / repair 20 % HP per Minute
  • Castle UT: Peasant Arming. Infantry costs -50 % Food
  • Imp UT: Len System. Gold Infantry (Militia + Norman) gets Stat Boosts (mostly Attack, but also some HP) on Kill
  • UU: Norman: “Militia on Steroids” armed with a Dane Axe. Faster Movement, Faster Attack, higher Attack, but 1 less PA (40 G / 40 F)
  • TB: Humans +2 HP
  • Miss Gambesons, Thumb Ring, Crop Rotation, Blast Furnace, Ring Archer Armor, Conscription, Hussar, HCA, (Paladin)

The concepts aren’t complete yet. Some tech tree optimisations especially for university, siege workshop, monastery and navy need to be made still. Especially the navy is tricky with not knowing how the naval rework will look like.

2 Likes

Could it be renamed Norse Jarls?

1 Like

I made the conceptional unit designes for the Knuts/Normans/Karolingians.
The Knuts as a Militia line replacements get shadow upgrades in Feudal/Imp, but a big and also quite expensive main one in Castle Age. As Swedes miss the last Armor upgrade, they will fall of quite substancially in Imp, but still remain an important tool for the civ which otherwise is very dependent on Gold supply.
The Karolingians were tricky. I solved the Issues by giving them several main Projctiles to shoot at once. Also they have very low accuracy, which makes them better against bigger groups of enemy units, but weaker against individuals. Therfore they will be very effective against the Spearman line, also potentially the best ranged counter to light cavalry, but less effective than the Genoese Crossbowmen against Heavy Cavalry. Which is very intentional. The main Counters should be ranged units and heavily afmored Infantry. The Elite Upgrade is very substancial, but also quite expensive. It also compensates for the missing of the last Armor Upgrade.
The Normans on the other hand, are just super hard hitting Infantry. They are probably more of an additional unit to the Danish Infantry, but add some extra fighting power. It’s nothing fancy, just a unique Infantry composition utilizing the very basic design tools of the game that’s a challenge to both utilize and counter optimally.

Name Knut Knut (F) Elite Knut (C ) Elite Knut (I)
Armor Class Infantry Infantry Infantry Infantry
Produced at Barracks Barracks Barracks Barracks
Production Time 21s 21s 21s 21s
Production Cost 50 F 50 F 50 F 50 F
HP 32 32 50 50
Speed 0,9 0,96 0,96 0,96
ROF 2 2 2 2
Attack 4 Melee 5 Melee 9 Melee 9 Melee
Attack +1 vs Infantry +2 vs Infantry +9 vs Infantry +11 vs Infantry
Attack +2 vs Standard Buildings +2 vs Standard Buildings +2 vs Standard Buildings
Attack +2 vs Villagers +4 vs Villagers +10 vs Villagers +10 vs Villagers
Attack +2 vs Monks +6 vs Monks +12 vs Monks +12 vs Monks
Attack +6 vs Ships +12 vs Ships +12 vs Ships
Attack +6 vs Fishing Ships +12 vs Fishing Ships +12 vs Fishing Ships
Range - - - -
Accuracy - - - -
Melee Armor 0 1 2 3
Pierce Armor 0 0 1 1
Benefits from Infantry Upgrades Infantry Upgrades
Upgrade Cost 75 s 300 F, 150 G
Name Karolingian Elite Karolingian
Armor Class Gunpowder Gunpowder
Armor Class Archer Archer
Armor Class Unique Unit Unique Unit
Produced at Castle Castle
Production Time 18 s 14 s
Production Cost 40 F, 60 G 40 F, 60 G
HP 45 50
Speed 0,96 0,96
ROF 2,6 2,6
Attack 8 Pierce 10 Pierce
Attack 5 Melee 6 Melee
Attack +2 vs Cavalry +3 vs Cavalry
Attack +4 vs Spearmen +5 vs Spearmen
Attack +2 vs Camels +3 vs Camels
Attack +1 vs War Elephant +2 vs War Elephant
Attack -2 Condottiero -2 Condottiero
Range 5 5
Accuracy 30% 30%
Melee Armor 2 5
Pierce Armor 0 2
Benefits from Hand Cannon Upgrades Hand Cannon Upgrades
Upgrade Cost 45 s, 1200 F, 600 G
Special Shoots 2 main Projectiles Shoots 3 main Projectiles
Name Norman Elite Norman
Armor Class Infantry (+6) Infantry (+6)
Armor Class Unique Unit Unique Unit
Produced at Castle Castle
Production Time 12s 12s
Production Cost 40 F, 40 G 40 F, 40 G
HP 55 70
Speed 1,1 1,1
ROF 1,5 1,25
Attack 12 Melee 16 Melee
Attack +1 vs Infantry +2 vs Infantry
Attack +2 vs Standard Buildings
Attack +2 vs Villagers +4 vs Villagers
Attack +2 vs Monks +6 vs Monks
Attack +6 vs Ships
Attack +6 vs Fishing Ships
Range - -
Accuracy - -
Melee Armor 1 1
Pierce Armor 0 0
Benefits from Infantry Upgrades Gambesons
Upgrade Cost 30 s 500 F, 350 G
1 Like

Many thanks to user casusincorrabil and everyone else who helped expand this topic. I just got back from vacation and didn’t expect it to gain such momentum. I’m really positively surprised.

I’ll edit the thread soon to include all the suggestions. Also, the title name Jarls of the North is a very good solution.