Thoughts on Danes

1.Pigs are a unique domestic animal in Denmark, but I can’t produce that unit; I can only produce sheep. I think it’s a bug.

2.There are no team cards that stand out.

3.The Snaphane unit is duplicated from the US unit; both are simply upgraded militia. I hope the unit definition can be changed to an upgraded spy or outlaw. Also, give it a bonus card against heavy infantry and heavy cavalry, allowing it to function as skirmishers and dragoons. Regular skirmishers and dragoons would have cards that reduce costs and speed up training. One is an elite unit, the other a cheap unit. Otherwise, most players will use generic units throughout the game, leaving Danes with no unique units to deploy.

I’ve been way more Poland-focused on this DLC, however…

I feel like Denmark is another Italy:

  • Gimmicky Lombard / Vil Spawns → Taxation Mechanics
  • Lack of a core excellent unit or two to build a composition around.
  • Very recycled feeling to their artillery options.

I’m aware they’re not the same thing, but I feel both really lack an identity. In a way which Malta or Poland for example just have out-of-the-box.

And of the things which deviate from this probably controversial opinion, all are recycled from somewhere else anyway - Sweden’s Kalmar XP spam, India’s Elephants, America’s Marines.

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I actually find Danes the more fun and interesting of the new Civs; It may be difficult for me to put that into words but here’s my attempt.

Let’s start with the obvious: the Customs house gives you early economic boost by taxing shipments, but also an intelligence bonus from knowing what your opponent ships. The early extra coin enables you to be flexible with your builds.It also gives you extra deck space flexibility.

The round church is an outpost constructible by the explorer I can’t stress how important that is enough you get quite a bit of intelligence by it’s line of sight alone but you can build spies and priests from a forward position and gain XP trickles.

Shapnane is difficult to explain straight up:
In age 1 it’s a militia that’s actually a little worse than others
In age 2, It’s a stealthy ambush defender crossbowmen are cheaper but you can have hidden defences nearly strategic points.

In age 3, it becomes it becomes somewhat like a stealthy landwehr since it can be upgraded and also affected by counter-infantry rifling.

In age 4 it can mount a horse.

Every royal guard unit gives a little extra besides attack and hp…speed is very useful for ski troopers and dragoons can appreciate the melee attack boost.

Sure Dane’s may seem like they don’t have a unit they can go all-out on…like British Redcoats or Spanish Lancers. The dane’s inherent playstyle is inteligence active defence and solid flexible play.

I’ll go into the cards that I think almost all Danish decks should have later.

I think the Danes are what Italy should have been: a European civ with unique—but not annoying—mechanics and a competent army

Of the ‘Must have’ Danish cards I believe is Safehouses, 20% build time reduction for Snaphane as well as batch train, and you can build and garrison them in round church (it stops their HP decline maybe even heals them). on a non-landlocked map it’s absolutely vital.

Tycho’s Observatory is also pretty good +100% XP tricke alone is worth it if you have 3 round churches that’s 3xp a trickling that you can use for shipments including auto-collecting resource shipments you don’t need to worry about deck space for.

I find it very funny that danes got taxation as an eco mechanic. Considering they have some of the highest taxes in the world

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