Sid Meier's Civilization V

Sid Meier's Civilization V

147 ratings
Zigzagzigal's Guide to Denmark (BNW)
By Zigzagzigal
No-one else can storm a coast as fast as the Danes, allowing them to take over capitals or strategic locations before the victim can respond. This guide goes into plenty of detail about Danish strategies, uniques and how to play against them.
Note: This guide assumes you have all game-altering DLC and expansion packs (all Civ packs, Wonders of the Ancient World, Gods & Kings and Brave New World)

When looking back over the course of history, it is easy to pick out a few points and ignore that which followed and that which came before, for you rule the Danish people, not merely the Danish Vikings. Their history begins at the end of the last glaciation period when temperatures rose sufficently for habitation, eventually leading to agriculture and a rise in sea levels producing the islands of the region today. Having never been conquered by the Romans, Denmark, like the rest of Scandinavia, had limited contact with Christianity, and is a possible explanation for the infamous Viking raids on northern Europe. Near the end of the Viking era, Gorm of Old would establish the Danish monarchy, continuing to this day, while his son Harald Bluetooth would help unite the Danes and convert to Christianity, ending such conflict with it.

But to focus too much on the Vikings is to ignore what followed. From the 14th to 16th centuries, the Kalmar Union, essentially headed by the Danish, would unite much of Scandinavia. However, wars in the 17th and 18th centuries would dent the nation's power. Colonies brought a degree of wealth, and Enlightenment ideas in the late 18th century brought reforms to support people's rights, but Denmark would continue to be battered by wars - the Napoleonic wars of the 19th century and wars against the Austrians and Prussians. Though neutrality in the First World War led to a favourable outcome for Denmark, being able to win back land lost to Germany without the cost of war, it left them vulnerable in the Second. But now, Denmark is free of the wars which have defined its history. Denmark is prosperous, Denmark is wealthy, and Denmark has endured when many nations have not. Now, you must not disappoint such a legacy as you bring the Danes to a brave new world. Build them a civilization that will stand the test of time.

Before I go into depth with this guide, here's an explanation of some terminology I'll be using throughout for the sake of newer players.

Beelining - Focusing on obtaining a technology early by only researching technologies needed to research it and no others. For example, to beeline Bronze Working, you'd research Mining and Bronze Working and nothing else until Bronze Working was finished.
Builder Nation/Empire - A generally peaceful nation seeking victories other than Domination. Don't play this way as the Danish.
Finisher - The bonus for completing a Social Policy tree (e.g. Free Great Person for Liberty.)
Meatshield - A unit that can soak up damage on behalf of another. Both your Unique Units serve this role.
Melee Units - Throughout this guide, "melee units" typically refers to all non-ranged military units - whether on the land or sea. "Standard melee units" refer to Warriors, Swordsmen, Longswordsmen, Spearmen, Pikemen, Landsknecht and replacement units for them.
Opener - The bonus for unlocking a Social Policy tree (e.g. +1 culture for every city for Liberty's opener)
Uniques - Collective name for Unique Abilities, Units, Buildings, Tile Improvements and Great People
UA - Unique Ability - The unique thing a Civilization has which doesn't need to be built.
UU - Unique Unit - A replacement for a normal unit that can only be built by one Civilization or provided by Militaristic City-States when allied. Denmark is the only Civ in Brave New World to have two such units in the same promotion path, so one can promote to another.
Wide empire - A high number of cities with a low population each. "Building wide" refers to making your empire a wide one.
XP - Experience Points - Get enough and you'll level up your unit, giving you the ability to heal your unit or get a promotion.
ZOC - Zone of Control - A mechanic that makes a unit use up all its movement points if it moves from a tile next to an enemy to an adjacent tile next to the same enemy.
At a glance (Part 1/2)
Start Bias

Denmark has a coastal starting bias. This is important because your combat style relies heavily on coastal raids, evidenced by the fast-disembarkment component of your UA and the Amphibious promotion for Berserkers.


Denmark's Unique Ability is mostly combat-focused. They have a medieval-era Unique Unit which can promote into their other, industrial-era one - the only Civ to have such an arrangement. The former of the two is generally more useful and you should develop your main strategy around it, though the latter has its niches, too.

Unique Ability: Viking Fury
  • Embarked units have +1 Movement Point (making 3 total at first, 4 with Astronomy and 5 with Steam Power)
  • Disembarking a unit uses up 1 Movement Point rather than depleting all its moves
    • The disembarked unit will have movement points equal to how many it had prior to disembarking, minus one. This means it can have more movement points remaining than its normal maximum.
  • Standard melee and melee mounted units pay no movement cost to pillage. This ability carries over on upgrade.
  • All civilian naval units (Work Boats, Great Admirals) have +1 Movement Point

Unique Unit 1: Berserker (Replaces the Longswordsman)

A standard melee unit

Upgrades from
Upgrades to
Production cost
Purchase cost
Resource needed

Metal Casting
Medieval era
1st column
(6th column overall)

Renaissance era
2nd column
(9th column overall)



1 Iron
*Assumes a normal speed game.

Ranged Strength
Negative Attributes
Positive Attributes
3Movement Points
  • No combat penalty from attacking across rivers or from the sea (Amphibious)

Negative changes

  • Costs 550 gold to purchase in normal-speed games, up from 460 (+20%)

Positive one-off changes

  • Requires the Metal Casting technology rather than Steel (Medieval era, 2nd column, 7th column overall)
  • Obsoletes with the Metallurgy technology instead of Gunpowder (Renaissance era, 1st column, 8th column overall)
  • 3 moves, up from 2 (+50%)

Positive keep-on-upgrade changes

  • No combat penalty from attacking across rivers or from the sea (Amphibious)

Unique Unit 2: Norwegian Ski Infantry (Replaces the Rifleman)

A gunpowder melee unit
Upgrades from
Upgrades to
Production cost
Purchase cost
Resource needed

Industrial era
1st column
(10th column overall)

Replaceable Parts
Modern era
1st column
(12th column overall)


Great War Infantry
*Assumes a normal speed game.

Ranged Strength
Negative Attributes
Positive Attributes
2Movement Points
  • Double movement in hill, tundra and snow tiles (all types of hills have a movement cost of 1, regardless of being forested, having snow, tundra or not.)
  • +25% strength in hill, tundra and snow tiles without forest or jungle

Positive keep-on-upgrade changes
  • Double movement in hill, tundra and snow tiles and +25% strength in those tiles if forest and jungle are not present (Bonuses in Snow, Tundra and Hills)
    • Double hills movement does not stack with the Altitude Training promotion (received by moving the unit next to Mount Kilimanjaro)
At a glance (Part 2/2)
Victory Methods

Note these scores are a matter of personal opinion based on experiences with the Civilization. You may discover a way of utilising the Civ more effectively in unconventional ways.

Cultural: 5/10
Diplomatic: 3/10
Domination: 10/10
Scientific: 5/10

Denmark has no real advantages to victory types aside from warring, but fast raids with your UA make you one of the most dangerous Civs around for such a route.

Similar Civs and uniques


Denmark's one of a few Civs that mix a strong mid-game army with sea-based bonuses. England, Japan, the Ottomans and Songhai are others, with various things in common (or not) with Denmark. For example, England and the Ottomans are also double-UU Civs with a lack of economic support.

Same start bias

The coastal start bias is the most common in the game. Aside from Denmark, it's also the start bias of Byzantium, Carthage, England, Indonesia, Japan, Korea, the Ottomans, Polynesia, Portugal, Spain and Venice.

Similar to the UA

Extra movement while embarked is also found in England's UA. England gets a +2 bonus rather than +1, but they can't disembark as easily as Danish units can.

Letting siege units move and fire in the same turn is possible with Denmark's UA, as well as Persia's during a Golden Age. Although the mechanics are somewhat different, the effect is the same - the ability to rapidly tear down enemy city defences before they can respond.

Free pillaging is also a feature of the Celtic Pictish Warrior and Ottoman Sipahi, both of which are UUs on the same upgrade path. Landsknechte also can pillage for free and can be bought by any Civ with the Mercenary Army Social Policy, but are also tied to the anti-cavalry upgrade path. As such, unless you manage to get Pictish Warriors from an allied militaristic City-State as the Zulus, upgrade them to Impi and then Riflemen, only Denmark can have front-line units with free pillaging.

Similar to Berserkers

The only other Longswordsman UU is Japan's Samurai. Samurai are a little better at direct combat due to their Shock I promotion, can generate Great Generals at double the normal rate and can even create fishing boats for free, but Berserkers are more mobile, available earlier and have the Amphibious promotion.

Other front-line UUs with extra mobility include America's Minuteman and your Norwegian Ski Infantry. Indonesia's Kris Swordsmen can potentially receive a +1 movement point promotion, but that is random. The unique abilities of Persia and Inca make front-line units more mobile by giving them +1 movement during a Golden Age and faster hills movement respectively, while Zulu Ikanda offer +1 movement to standard melee units via the Buffalo Horns promotion.

Berserkers are the only UU to specifically get the Amphibious promotion, but all the land units of Songhai have it.

Similar to Norwegian Ski Infantry

Other Rifleman UUs include Sweden's Caroleans and Ethiopia's Mehal Sefari. The latter has the Drill I promotion making it stronger in hills - just like the Norwegian Ski Infantry - but that's where the similarities end.

Like Berserkers, Norwegian Ski Infantry are mobile front-line units, so look up three paragraphs for more units like those.
The Broader Picture
Normally, I write how to deal with overall strategies in the UA section, but in this case I didn't want to overcomplicate that part of the guide.

Welcome to Denmark! As I described in the introduction, other nations haven't been kind to the Danish in the last half-millennium (well, aside from maybe the last 50 years,) so this means revenge! And not just by attacking their feet with LEGO bricks, but by war! While lacking early-game advantages, once Denmark gets going, in the right hands, they're incredibly difficult to stop.

First things first, here's a few things you need to know about this underrated Civ. Many of these points are expanded on in the appropriate sections.

  • Unlike most other Civs with naval UAs and UUs, you can take full advantage of Denmark even on maps that only have lakes.
  • Your UA actually gets stronger as the game goes on.
  • You can take out enemy cities before the enemy can mount a proper response.
  • Berserkers' need for iron is usually no problem if you research Bronze Working early.
  • Norwegian Ski Infantry will generally be better than they look on paper, seeing as you can promote Berserkers to them.
  • Even if Denmark fails at a war, free pillaging means they can deal plenty of damage.
  • But, they do lack backup victory routes.

And once again, remember:

  • Once you get going, you're incredibly difficult to stop.

Preparing for War

When you start a game as Denmark, right from the start you need to be considering your technology path carefully.

  • Get Mining and Bronze Working first so you know where iron spots are. If you're really desperate for happiness then an additional Worker resource for an extra luxury may be appropriate.
  • Then, Pottery and Writing to keep your tech rate up.
  • Next up will be remaining useful Worker technologies. Masonry, Sailing and Animal Husbandry will be needed later anyway.
  • Now, work towards Optics
  • And finally, just keep heading towards Metal Casting to unlock Berserkers.

Your biggest concerns leading up to war should be getting iron, gold and happiness. Production matters less because you can still build Swordsmen when Berserkers are available, meaning you can just build upgrade Swordsmen to Berserkers for a compromise between production and gold. True, you don't have this luxury with siege units, but your capital can deal with them.

While building Berserkers and Catapults, it's not a bad idea to research Physics so you can use Trebuchets. Afterwards, you're a bit more free in what to research, though it's a good idea to work towards Education to keep your tech rate up again, and then onto Astronomy for the faster embarkment rate and ocean-crossing.

When at war, try to completely destroy your earlier opponents so they can't come back to haunt you in the World Congress. In the late-game, it doesn't matter so much if you keep Civs alive, so long as they're no longer a threat to you.

Working towards Ski Infantry

Berserker wars don't last forever. If there's still unknown nations to you at this stage of the game, try finishing the war before they discover you, so they don't know of all your warmongering. That way, you can have a valuable trading partner. You'll need that gold for upgrading Berserkers to Musketmen and Norwegian Ski Infantry.

Berserkers obselete at Metallurgy, one of the prerequisites for Rifling, needed for Norwegian Ski Infantry. You'll want to build plenty of Berserkers for the sake of the free pillaging and Amphibious promotions, so research Economics - the other prerequisite for Rifling - first.

Above: This is essentially what your tech situation should be before Metallurgy, minus Fertiliser. I got that in order to buy more time to build Berserkers in.
Below: I deliberately built Oxford University so it'd coincide with researching Metallurgy, so I could pick up Rifling for free immediately. As such, it completely cut out the gap between being able to build one UU and the other.

Work towards Dynamite and Steam Power after Rifling. Steam Power will let you disembark very effectively (see the UA section) while Dynamite gives you Artillery to rapidly batter down cities.

So, now you have a framework of how to gear up for war. The following sections on your UA and UUs mostly focus upon how to use your abilities during war.
Unique Ability: Viking Fury (Part 1/2)

Viking Fury is an ability all about speed. Your embarked units move faster, for one thing (but not as fast as England's.) They can disembark without ending their turn, which is the most useful bonus in this UA, and your standard melee and mounted military units can pillage without using movement points, letting them rapidly heal up and ruin enemy lands.

+1 embarkment speed

In the early years, embarked units are slow and thus vulnerable to Barbarians or enemy ships if unescorted. Before Astronomy, your units will now have 3 moves instead of 2, enough to prevent a Barbarian Galley from catching up with you. With Astronomy, that's 4 moves which is the same as a Caravel. And with Steam Power, 5 moves is the same speed as most of the late-game sea units. This increased mobility means you're more capable of getting away with a small number of escorts than most Civs. You should still have some escort ships to see enemy ships before they can reach your embarked units.

More importantly, faster embarkment gets you across continents and onto new shores faster, which is important for making the most out of your UUs. The embarked movement bonus also applies to civilian units, which is great for moving around Workers if your keeping the number of them you have small to avoid maintenance costs.

1 move disembarkment

Above: This works for civilian units, too, meaning you can disembark a Worker and start improving a tile on the same turn. Also saves a lot of time cutting across complex coastlines.

Now, this is where things really get fun. The Danes have the ability to disembark without ending their units' turns. Melee units can then move, pillage, attack or embark once again, just like they could if they started their turn on land. Moving units from sea to land followed by attacking is a great way to deal some damage without the vulnerability of low embarkment defence, which would be the case if you attacked directly from the sea.

It gets better. Moving from sea to land costs one movement point (even if you're moving onto rough terrain or marshland,) but that movement point can come out of embarkment moves. In other words, if you had a Catapult embarked next to the coast at the start of its turn, with 3 embarkment moves, (thanks to the +1 embarkment move you have,) embarking it would leave it with two moves - enough to set up and fire.

Here's an example of a Danish raid in action to illustrate that point - I'll go into more detail about how to conduct one in the Berserker and Norwegian Ski Infantry sections.

Note that it all happens in the same turn, and I can keep the Catapult away from the city's range before moving it in and firing.

Above: This is the situation at the start of the following turn. Thanks mainly to my UA, I could take the American capital in two turns.

Because disembarking doesn't end units' turns, you can get further inland with your units as you can see above. This means you can easily get your entire embarked forces onto land the same turn you declare war, before enemy navies have a chance to respond. That's how Denmark fights - wars should be fast and you should aim to do as much damage as possible before they can respond. Despite this emphasis on speed, you don't really need many (if any) mounted units; all types of units will have the same number of movement points remaining when disembarking (very useful for slow units like Crossbowmen but less useful for fast ones like Knights) and both Denmark's UUs have good mobility anyway.

Above: It gets even better. Once you have Astronomy, you can actually go over units' normal movement limit on the turn of disembarking, and even more so with Steam Power.
Below: A late-game Danish raid using Ski Infantry and Artillery and the speed from Steam Power. Despite the Egyptian naval units in the way, I can move all but one unit around onto the coast.

Being able to quickly storm a coast is useful. You can make it even more effective with Blitz (for melee units) or Logistics (for ranged units) as they allow you to move after attacking. You can then disembark, attack and embark again in the same turn, keeping those units safe from melee attacks. If you're taking this approach, be sure to have plenty of naval units to defend your embarked ones.

So, the main point of 1-move disembarking is to rapidly get your army into enemy lands before they can respond properly. There are a few miscellanious utilities, however...

  • Cut across thin landmasses quickly
  • Get to Ancient Ruins/Antiquity Sites faster (on maps such as Continents, it's fairly common to see unexplored lands still harbouring Ancient Ruins late into the game.)
  • Disembark a military unit and promote it in one turn, particularly handy if it's land you've just conquered and the unpromoted unit would be vulnerable
  • Disembark a Worker and start working a tile in the same turn
  • Disembark a Settler and found a city in the same turn (Particularly useful if the land's got a lot of Barbarians and you don't want to take a land escort.)
  • Disembark a Missionary/Great Prophet/Inquisitor, move towards a slightly inland city and use it all in the same turn (in the late-game, the movement points exceeding the usual movement limit when you disembark is very useful for slipping Great Prophets into other Civs' cities without them blocking its path)
  • Disembark a Great Person and place a Great Tile Improvement/activate their ability in the same turn
Unique Ability: Viking Fury (Part 2/2)
Free pillaging

All your standard melee and mounted units can pillage enemy tile improvements without a movement cost. The ability carries over on upgrade, meaning while a new Norwegian Ski Infantry unit won't have this, if you upgrade a Berserker to one it will.

The main use of this ability is to boost the survivability of your units, as pillaging heals the unit up for 25HP (providing the improvement isn't a road or railroad, though you can pillage those for free too if you want to really cause a lot of damage quickly.) If a unit starts its turn on a tile improvement, it can pillage it, move to an adjacent tile, pillage another and move back to its original position 50HP up on its situation before. Berserkers and Ski Infantry can do this even more effectively.

Interestingly, if your unit pillages but doesn't move or attack (so it's still got all its movement points) it will be able to start healing up immediately rather than having to wait a turn. This makes it worthwhile to position your Berserkers on unpillaged improvements even if they're at full health; if they get injured you can just pillage and fortify for 35 health.

If a unit has the Blitz promotion, it may attack, then pillage to heal up followed by movement or attacking again. This is best-used when you're attacking with a unit near to or at full health (rather than pillaging first, then attacking) as your unit will end the turn with more health than it would if it pillaged first.

Essentially, think of enemy tile improvements as health packs for your units - you don't want to pillage everything right away or else you lose that potential healing. And while your mounted units can rapidly tear up much of the enemy's land, that's only really effective if you're losing the war and want to deal damage as a parting shot.

Polynesia Bane

There's a little trick Denmark can pull off using one-move disembarking and free pillaging. Your melee unit should start off embarked next to the coast. Then, disembark, pillage the tile and embark again. With embarkment speed-boosting technologies, this becomes even more effective as you can pillage more improvements before pulling out.

Why is this effective? Because you can avoid being intercepted by land units while setting back your enemy. This is especially powerful in lake regions as it's unlikely the unit will be intercepted by a sea unit there. And why is it Polynesia Bane? Because their their Unique Improvement, the Moai, can only be built next to coastal tiles.


  • +1 embarkment speed is generally enough to let your embarked units escape if need be
  • Position your embarked units ready to storm a city before declaring war
  • Use the 1-move disembark to disembark all your units before the enemy can mount a response
  • Free pillaging helps your units to survive for longer
Unique Unit I: Berserker

Longswordsmen have a high strength for their era, but they come late in the Medieval era, and just one technology tier later they obselete for Musketmen. Enter the Berserker, which solves that problem, and more besides...

  • Technology issues? Berserkers come one technology earlier, meaning you can unleash them upon the world while your potential enemies' best units are Pikemen, or still go into war even with a technological disadvantage! They also obselete one technology tier later than normal Longswordsmen, giving a much wider window of use.
  • Production cost? Swordsmen are still available when Berserkers first come, so if your gold's reasonably good but your production isn't, you can build Swordsmen and upgrade them to Berserkers.
  • Mobility? With an extra movement point, Berserkers are almost as fast as Knights without the lack of defensive bonuses or weakness to Pikemen. In forests or hills (but not marshland or forested hills) Berserkers move at the same speed as most mounted units.

The Meatshield

Like regular Longswordsmen, what your Berserkers are very effective at doing is acting as a "meatshield", attracting the attention of enemy fire instead of them targeting your siege weapons. Units stacked with Great Generals are more likely to be targeted, as are units that are already damaged.

But what makes Berserkers better at this than normal Longswordsmen is their sheer mobility, (allowing them to rapidly block any enemy units trying to get through to your Catapults or Trebuchets) as well as survivability due to the free-pillaging aspect of your UA.

Above: My Berserkers are already damaged from fighting Korea's army, and one's stacked with a Great General, meaning they're more likely to be targeted and hence should take some risk off my Catapults when I move them in.

Besides this, your Berserkers will be the strongest unit on the battlefield (at least at first,) as Longswordsmen are the strongest Medieval-era unit and Berserkers come slightly earlier. Their mobility and strength means they should be the ones fighting enemy units. Don't bother bringing ranged units besides siege ones as Crossbowmen are too far off your technology path and Composite Bowmen are significantly weaker than your Berserkers (and Trebuchets come one tech later than Berserkers, which are stronger than Composite Bowmen in both strength and ranged strength.)

Essentially, all you need to bring to war is a Great General, Berserkers and siege units, though it's handy to have a naval unit to keep a watch out for Barbarians.

Viking Sea (and lake) Raids

Denmark is capable of very rapidly taking a city by quickly flooding the land around it with disembarking units. The trick lies in it being unexpected - don't put them adjacent to the potential enemy's borders until you're ready to strike, and maybe even place a small force on the other side of your potential enemy's land to encourage them to move their army there.

When you set up the attack, one turn before you declare war and disembark, you should position your as units shown in the image above - siege units should be in the front row, Berserkers (and later Norwegian Ski Infantry) behind. This can allow you to disembark the siege units, set up and fire in the same turn, while the front-line units can position themselves in front of the siege units to protect them.

Generally, you can only pull off this tactic at the beginning of a war because your enemy will probably defend their coastlines better afterwards (an exception being if all the enemy's cities are slightly inland so they can't build naval units, in which case feel free to repeat it.) As such, aim to target either a city of high importance such as a capital or strategic importance (such as a small city on a continent you lack a presence in.)

After performing a raid, the rest of a war will be fairly conventional, but you'll be past the hardest part.

Above: Remember that cheap disembarking works with lakes, too, allowing you to strike opponents by surprise.


Berserkers are incredibly flexible units as they can fight in a wide range of circumstances. Besides mobility, survivability from free pillaging and high strength allowing them to take on pretty much everything of the same era, Berserkers also carry the Amphibious promotion, allowing them to fight at full effectiveness across rivers and seas.

Above: No river attack penalty! Also that health from burning down that farm means my unit won't be killed immediately after that round of combat.

While you can use the Amphibious promotion to help attack land units while your Berserkers are embarked, unless you can score a kill that'll leave all those embarked units vulnerable. After all, you're not Songhai. You don't have double embarkment defence.

Window of Usage

A lovely thing about Berserkers is that they're still effective even if you fall behind a bit in the tech race (great for dealing with Civs like Babylon.) That's because renaissance-era units aren't much stronger - a Musketman is only 14% stronger than a Berserker and lacks the mobility. Survivability from free pillaging will close that small strength gap. You will need to pick up the technology pace later on, as you don't have the same advantages with Norwegian Ski Infantry, but Berserker/Trebuchet conquests should help to make up for that.

As they obselete later than regular Longswordsmen, you have a longer window of time to build them in, too. That's useful for ensuring you have plenty of Amphibious and free-pillaging units ready for upgrading to Norwegian Ski Infantry.

Special promotions kept on upgrade

  • Amphibious (No penalty for attacking land when embarked or across rivers)
  • No movement cost to pillage (From your UA, but Musketmen onwards don't get this promotion when built.)
Unique Unit II: Norwegian Ski Infantry

You shouldn't really be building many Ski Infantry, but rather upgrading them from Berserkers in order to keep their special promotions. They fill a similar role to Berserkers, though somewhat less effectively. That's not to say that they're a terrible UU, but they rely on niches rather than the flexibility Berserkers have.

The advantage Ski Infantry have is in their abilities in hills, tundra and snow. All hills cost only one movement point to move through, and open tundra and snow tiles only cost half a movement point. In unforested hill, tundra and snow tiles, Ski Infantry fight 25% more effectively.

So, how can you take use of a seemingly very situational ability? Well, for one thing, in the late-game, hills tend to be more common than forests and will be the main source of trouble as enemies take advantage of their defensive bonuses. Your 25% strength bonus for hills cancels out their defensive bonus, and once you're actually on the tile you get a massive 50% defensive bonus, or more with Drill promotions! So, you've got a unit that's already hard to kill, but double hill movement and free pillaging (if you upgraded the unit from a Berserker) makes that job even harder for enemies.

Want more flexibility? Get the Woodsman promotion for double movement in forest, and you'll have pretty much all types of terrain covered.

Ski Raids

Like Berserkers, Ski Infantry can effectively pull off coastal raids thanks to easy disembarking. As always, you should target either a major city or one that you can easily take as a base for reinforcements (or just to heal up your army.)

You should target a strategic city near tundra in order to get a foothold in enemy lands. Because disembarked units keep moves they had prior to disembarking, (minus the one for the act of disembarking,) your Ski Infantry can end up with more moves on land than they would have normally if they started their turn on land. Around snow and tundra regions, this provides incredible mobility for getting into position to protect your Cannons/Artillery, hence why you should go for them first. Of course, if an enemy capital's near tundra, all the better, but I just got lucky in my main screenshot game.

Above: I'm repeating these images just as a reminder of how you should carry out sea raids: embarked siege units in front, front-line units behind, so some of your siege units can take a shot as soon as they disembark.

Special promotion kept on upgrade

  • Double moves in hill, tundra and snow with +25% strength in such tiles without forest or jungle.

While this promotion carries over, the Autocracy ideology's Lightning Warfare tenet makes armoured units more effective at supporting siege units in Danish raids than front-line ones, though you should probably mix in some ex-Ski Infantry just to cover armoured units' vulnerabilities to anti-tank weaponry.
Militaristic City-States
Certain Unique Units sync rather well with your uniques, and your unique status of having two UUs on the same upgrade path can be extended to a third with a Warrior or Swordsman UU.

Ancient Era

Battering Ram (Medium priority)

If you feel like being evil. Getting a Battering Ram in enemy lands before they can deal with it is horrible for enemies to face.

Jaguar (Higher priority)

Jaguar-Berserkers can cut across forests faster than mounted units can, and healing up after making a kill is great against ironless opponents still using Warriors or lots of vulnerable Composite Bowmen. Jaguzerkerskis (that is, a unit promoted all the way from Jaguar to Ski Infantry) can move fast through hills, forests, snow, tundra, fight from the sea and across rivers without penalty and pillage for free. That's a nasty thing for enemies to face.

Maori Warrior (Medium priority)

The high mobility of your UUs goes very well with the Haka War Dance as you can rapidly move to an opponent to weaken them with it.

Classical Era

Ballista (Lower priority)

If you're not going straight to Physics after Metal Casting, the Ballista is a reasonable stopgap siege unit, though none of its advantages carry over on upgrade.

Kris Swordsman (High priority)

Kris Swordsmen have some lovely potential promotions that work well for your Berserkers and Ski Infantry, though the best one of the lot for synergy is Restlessness. You may only get one Restlessness unit, or maybe none at all, but any you do get will become 4-move Berserkers, which can pillage rapidly to heal up before unleashing two attacks.

Besides Restlessness, Invulnerability and Recruitment will both serve you very well, and a Heroism unit helps to make your embarkment formation less messy as there's one less unit to worry about.

Mohawk Warrior (Lower priority)

Helps out in the short-run if you run low on iron, or just for the combat bonus in forests and jungles to cover a weakness of Ski Infantry.

Siege Tower (Medium priority)

Evil, just like the Battering Ram. Having Catapults/Trebuchets and a Siege Tower similtaniously is a nasty combination for enemies to face.

Medieval Era

Camel Archer (Medium priority)

Disembarking, firing a shot and embarking once again keeps it safe from harm.

Chu-Ko-Nu (Higher priority)

The ability to move after attacking makes the unit able to disembark, fire and embark again, keeping safe from the normal counters of Knights.

Hwach'a (Medium priority)

These work well with your UA as you can disembark, fire and wipe out enemies all in the same turn.

Keshik (Higher priority)

See Camel Archer.

Longbowman (Medium priority)

You can disembark and do damage quite a way inland with Longbowmen, or batter down the defences of a city in a prolonged fight without being hit by the city's attacks.

Renaissance Era

Winged Hussar (Higher priority)

What's lovely about this unit is its Heavy Charge promotion, knocking back enemies if it does more damage than the enemy. That's useful for clearing the way for the rest of your units when disembarking.

Atomic Era

Panzer (Medium priority)

The Autocracy tenet Lightning Warfare works very well with the Viking Sea Raid method of combat as it allows your armoured units to slip through enemy zone of control, surround enemy units and kill them with flanking bonuses. Panzers are especially well-suited for this due to their higher strength and speed.
Social Policies
Start with Honour for the military bonuses or Liberty to help with early expansion. Then, Exploration offers you naval bonuses, useful for your coastal cities, but dipping into Liberty if you haven't already can be good, too. After that, Rationalism helps ensure your technology rate doesn't fall behind.



Knowing exactly where Barbarian encampments are will help you to defend against them, but more importantly, you can target coastal encampments so Barbarian ships don't threaten your embarked units.

Warrior Code

The free Great General strengthens your already strong position once you get into war with Berserkers, and you can use excess ones to drill Citadels into enemy land. Not to mention faster melee unit building means faster Berserkers or Swordsmen to upgrade to Berserkers.

Military Tradition

Sometimes building Barracks only slows down military production. Instead, you can kill Barbarians for some XP when preparing for war, and a 50% bonus to XP gain will make that process faster. Faster XP also means you can get up to the top-level promotions sooner, which will work nicely when upgrading Berserkers to Ski Infantry, keeping all those bonuses.


The Sea Raid strategy typically results in a row of Berserkers/Ski Infantry protecting your siege units, meaning you can take full advantage of Discipline's 15% strength bonus.

Military Caste

An easy way to get a quick burst of culture and happiness without having to build buildings. Ranged units make better garrison units than melee ones.

Professional Army

Ski Infantry work best when upgraded from Berserkers, and this policy lets you do that more cheaply. In fact, you don't really need to build many units at all in the late-game if you built plenty around the time of Berserkers.


Struggling with gold upkeep? So long as you're killing things, you can cover running a deficit. Please don't adopt that as a real-life economic policy. It doesn't work and gets the UN mad at you. You can also buy Great Generals with faith with this policy, but Warrior Code will pretty much generate all the Great Generals you could ever need.


This is an optional route if you need faster recovery from war or need help expanding in the first place.


Having lots of cities under your rule will greatly slow down Social Policy acquisition. This may help a little, but a more useful benefit is that every city you own can now spread their borders with culture without needing to build anything.

Republic (Early-game favoured)

Need some help setting up? An extra point of production in all your cities will get you through initial buildings sooner.

Collective Rule (Early-game favoured)

More cities mean you can build a bigger army, but building Settlers takes time which could be used to build Caravans or Cargo Ships to support that army. Getting a free Settler and making future ones cheaper is therefore a great time-saver.


This is good for repairing the damage from all the pillaging you did prior to capturing a city, or just building up new ones in the first place. A faster Worker speed will get the city back up to a better condition more rapidly.


The main reason for dipping into Liberty post-wars is this policy, offering a decent amount of happiness. Note that puppets don't count as occupied cities, so you can get the -5% unhappiness on them as well as your regular cities.


A free Golden Age is nice early in the game, but it's even better once your cities are working more tiles with gold yields, and have enough production and culture for the modifiers of Golden Ages to make a clear difference.


You can secure a religion with a Great Prophet, speed up military production with a Manufactory from a Great Engineer, or get to the next tier of military technologies faster with an Academy from a Great Scientist. Of course, there's other options available, but those are typically the best three.



A larger sight and more speed for your naval military units will be great for spotting anyone trying to intercept your sea raiders.

Naval Tradition

You'll probably need the happiness here before the production boost from Maritime Infrastructure. Essentially, the more coastal cities you have, the more happiness you get.

Maritime Infrastructure

While you may not need many naval units to escort your embarked forces due to the speed of operations, you're still going to need a few. If you've still got a strong opponent in the end-game you'll need to be able to deal with their Submarines and Bombers. So, increased coastal production will help get that covered.

Merchant Navy

Lighthouses are now free to maintain while Harbours and Seaports are half-price. Hence, they become a very affordable way of gaining happiness with Naval Tradition.

Treasure Fleets

Quite a considerable amount of money on offer here, which makes maintaining and upgrading an army (or navy) much more affordable. Or maybe even buy a City-State alliance? Just be sure to find trading partners who are unlikely to declare war on you, or make sure City-States don't get embargoed in the World Congress.

Navigation School

Great Admirals are effective for keeping a navy alive far from friendly lines. While having a large navy isn't something you particularly need at first, by the Modern era you've got Artillery, Bombers and Submarines targeting your embarked units to worry about. Luckily, by this stage your finances will be in a much better shape to be able to afford such a navy.


The main benefit is useless to you. Buying Great Admirals with faith is decent considering you can expend one to heal up to seven units, then rush in a new Admiral for the 15% combat bonus. Overall, though, deliberately finishing the tree just for the finisher and not other policies isn't really worth it.



Maintaining positive happiness is difficult as a warmongering nation, but in times where when you do manage it, you now get a 10% bonus to science. You need that to help keep up with other nations.


The main point of getting this policy is that it's on the way to the reliable Free Thought, though Great Scientists are always nice to have if you can manage to get them.

Free Thought

A bigger and more reliable bonus than the opener. Building trading posts on jungles is a great way to get plenty of cash and science without needing to grow your cities tall.


You'll probably have the odd specialist, so a little science is nice.


And now all those science buildings are more affordable to maintain. There isn't really a lot to say here that hasn't already been said.

Scientific Revolution and Finisher

Because it relies on Research Agreements, Scientific Revolution may be of little use to you hence it should usually be taken last. The Finisher is worth chasing, however, as that extra tech will help give you an edge in the end-game technology race. Plus, Great Scientists with faith is a great place to dump excess faith if you don't manage to found a religion.
Autocracy is your best bet here because of Lightning Warfare, and also because it offers a backup route to victory through diplomatic means using your army. I gave Denmark a low score for diplomacy because people are likely to turn against you in the World Congress and your priority isn't making City-State alliances, but you can twist it around if need be.

As ever, I'll show what I believe to be the best choices from the first "inverted pyramid" of tenets. That's three from level one, two from level two and one from level three.

Level One Tenets - Autocracy

Industrial Espionage

You won't want to fall behind in technology, not at a stage of the game where falling behind means being slaughtered by planes and Submarines without a way to respond.

Fortified Borders

If you're in the business of puppeting, it's not unusual to see puppet cities building defensive buildings. Now, you can put them to good use, providing happiness for your empire so your end-game conquests aren't slowed down.

Elite Forces

You're going to have units injured some time or another, so this tenet will certainly find use, helping them to fight more effectively.

Level Two Tenets - Autocracy

Lightning Warfare

One of the biggest barriers to a good sea raid is zone of control - the odd enemy unit in the way makes it very difficult to unload your army onto new shores. Remove that restriction, and now you can easily surround those units, kill them and roll in the Artillery.

Police State

This should help provide even more happiness. Any cities you have Courthouses in already will also gain the +3 happiness, in addition to new ones you conquer. If your happiness is fine and you want more cash instead, you could always take Nationalism.

Level Three Tenet - Autocracy

Clauswitz's Legacy

This bonus may be temporary, but it works nicely with the fast way Denmark fights. You can probably win the game before the bonus runs out. To boost your chances, try setting up a Danish sea raid near multiple enemy capitals. Seems mad? Well, the idea is to go so quickly that they can't counter-attack. All you need is all the world's capitals under your control, after all. It doesn't matter if they'd actually retake one the following turn.
Religion is not a priority, but a useful extra to Denmark.


Note: As usual, highly-situational Pantheons (e.g. resource dependent ones) aren't listed here. Some kind of faith-giving Pantheon is a good idea for giving you a better shot at getting a religion.

God of the Sea

While you don't have to build next to the coast, it helps. If you have a decent number of sea resources, God of the Sea is one of the game's best Pantheons.

Messenger of the Gods

A way to help your tech rate and prevent it from falling behind.

Earth Mother

Prioritising finding iron early synergises well with this faith-giving policy, as it can mean you don't need to build Shrines or Temples to found a religion.



A great belief for weaker religions, this relies on followers rather than your religion being a majority in a city.

Initiation Rites

For when you need a burst of cash, simply bring a Missionary or Great Prophet around to cities that have never been of your faith. Another good option for low faith generation.



The classic faith-to-happiness belief, though competition for it is fierce.


The classic backup or complement to the classic faith-to-happiness belief. Competition for it is a little less fierce.

Holy Warriors

If your faith production is strong, this can complement you Berserker production, but only if your faith production is strong. Otherwise, you'll probably only ever afford one or two.


If you're really struggling for happiness and can't get Pagodas or Mosques, here's a third option. Shrines are cheap and getting to size three in a city is no problem at all. Plus, if you like to puppet your cities, they often build Shrines anyway.


Religious Texts

Hold cities in your faith without having to spend faith, hence freeing up more for buying faith buildings or Great People with.

Itinerant Preachers

Goes very nicely with Tithe. If you have enough cities relatively near each other with your religion, it's difficult for rivals to break in, as this allows cities to provide religious pressure to cities further away, meaning cities near the centre of your land will have greater religious pressure than before.

Just War

You can use this enhancer belief to trick Civs into thinking you'll be targeting them next. Simply convert a few cities to your religion while having Just War, then invade somewhere else instead. The Civ you converted a few cities to might then focus on defence rather than infrastructure in anticipation of invasion.
World Congress

Above: Egypt's going to win this vote anyway, but by voting for them I win a little respect. When you're a warmonger, acts like this are a good way of stopping other Civs embargoing you or pushing through other votes to hinder you.

Usually, the best thing you can do in the World Congress is to use diplomats and trade with other Civs to stop votes going the way you don't want them to go. "Priority" in this section refers to how high a priority it is to vote on each decision, not how high a priority it is to put the vote forward.

Arts Funding

Medium priority
Vote no

Cultural Heritage Sites

Low priority
Vote no unless you captured a lot of wonders earlier

Embargo City-States

Medium-High priority
Vote no unless rivals heavily depend on City-State trading

Having City-State trading available is a handy backup if trading with other full Civs is too difficult.

Historical Landmarks

Low priority
Vote no

International Games

Low-Medium priority
Vote yes if you can spare enough production for the happiness and City-State boost (and maybe to deny cultural Civs the tourism.) Vote no otherwise.

International Space Station

Medium-High priority
Vote no

Natural Heritage Sites

Low priority
Vote no

Nuclear Non-Proliferation

High priority
Vote yes if you have plenty of nuclear weapons, you lack uranium and other players have them or you're the only player with nuclear weapons. Vote no otherwise.

Sciences Funding

Medium priority
Vote yes

Standing Army Tax

Very High priority
Vote no

World's Fair

Low priority
The time between the start of the game and Metal Casting can be enough to slip a wonder or two in, but generally you should try to capture wonders rather than build them. If you're not sure who to attack next...

...let the wonder announcement messages decide for you. Here's a selection of the best wonders for Denmark.

Ancient Era

Pyramids (Liberty Only)

Low competition sometimes means you can build this wonder even after completing the Honour tree first, but generally it's one you'll capture rather than build. The reason for getting it is faster Worker production to un-pillage improvements after capturing cities.

Statue of Zeus (Honour Only)

Rushing Bronze Working to reveal iron, coupled with Honour exclusivity makes this not a hard wonder to build yourself. The 15% bonus against cities is very useful to make sea raids faster - your Berserkers for example are better against cities than a standard Musketman without the bonus!

Classical Era


You can have a decent stab at this wonder as many wonder-spamming players will be in a different part of the tech tree. It's a brilliant one for gold, as it's worth 5 gold anyway, it gives you an extra trade route and encourages players to trade with you. And gold is quite crucial at this stage of the game.

Great Lighthouse

Gives the same bonus as the Exploration opener, and stacks with it too to give your naval units a great deal of speed and sight. Just the thing for catching Barbarians going after your embarked units.

Medieval Era


A lovely wonder to steal. Build a Barracks and an Armoury in that city and you can get Berserkers and Ski Infantry immediately with Drill III - for Ski Infantry, it goes particularly well with the hill strength and speed bonuses for a unit with a 70% strength bonus on hills. Ouch.

Machu Picchu

Another good gold wonder. Being medieval-era, you'll probably capture this rather than build it.

Notre Dame

In the screenshot at the beginning of this section, I made the mistake of trying to build that wonder. It's highly competitive so you may as well wait until someone builds it, then target them. 10 happiness essentially makes the city free to capture.

Industrial Era

Brandenburg Gate

If you can build this in an Alhambra city, all the better, but if not, you'll still have a great city for building Artillery or replacement Ski Infantry if need be.

Modern Era

Kremlin (Order Only)

You may be wondering "Wait, what? I thought you said choose Autocracy!" and you'd be right. The trick is to let someone else build this wonder, then capture it. Then, you can steal their super armoured unit production for yourself, which will help out in preparing for late-game sea raids.


This thing has good synergy with the Fortified Borders tenet in the Autocracy tree, offering a significant amount of happiness and gold. Particularly nice if you have lots of puppets, as they'll tend to build defensive buildings somewhere along the way.

Prora (Autocracy Only)

You can never have too much happiness. And a free Social Policy is good considering culture generation's likely to be a weakness of yours.

Atomic Era


Denmark's armies will consist highly of upgraded old units, so cutting down that cost is particularly useful.
Pitfalls to Avoid
One of the reasons Denmark is underrated is that people can be prone to falling into traps, such as assuming embarkment means focusing heavily on building a huge navy, or going to war the same way they would with any other Civ. Here's a few traps to avoid.

Not getting Bronze Working early

Without iron, you can't build Berserkers, and your sea raids will be a fair bit weaker. You need to know where those spots are as soon as you can.

In the rare event you completely lack iron, use Composite Bowmen or Crossbowmen in place of Berserkers, seeing as you can disembark and fire on the same turn. Try to find iron before researching Metallurgy at least so you can make Berserkers to upgrade to Ski Infantry.

Building lots of ranged units to complement Berserkers

While Composite Bowmen are normally very effective on the offensive, Berserkers' speed and vast strength superiority means you really shouldn't be wasting your time on Composite Bowmen, except in defence. Crossbowmen are too far off your tech route - you want to launch your attacks as soon as possible.

Building a huge escort navy

It's alright later in the game as enemies can more easily pick off embarked units from a distance, but around the time of Berserkers, building a huge navy will only cost you production and gold in maintenance costs. At that stage, all you need is two or three Triremes to make sure Barbarians don't attack your embarked units.

It's also worth pointing out that after disembarking your units the first time in a war, you'll probably keep them on land for the rest of the war, making a huge navy fairly redundant. The idea is to take an enemy by surprise and break through into their land, then you work from there on land. You don't just re-embark and repeat the process. That'd be slow and probably get all your embarked units intercepted by an opponent who expects it.

Neglecting siege units

Above: This situation is almost like a real pitfall trap. That Ski Infantry and his late friend could easily get on the island, but lacking siege units or sea escorts, I could neither take them off the island nor take the city.

Catapults are stronger against cities than Berserkers, and Trebuchets significantly more so. (In fact, Trebuchets are stronger against cities than Ski Infantry are!) It's so much harder to take a city without a good siege unit.

Attacking excessively from the sea

Yes, the Amphibious promotion makes attacking from the sea more effective, but unless the unit has an escort, it'll be incredibly vulnerable the turn after. Try to get the unit onto land before attacking if you can.

Pillaging excessively

Pillaging heals a unit for 25HP (so long as it's not a road or railroad being pillaged.) Pillaging everything early on denies your units that health later on.
Bludgeon Bluetooth: The Counter-Strategies
Denmark can rush unprepared cities incredibly quickly, but lacks non-military advantages.

Playing against Viking Fury

If Denmark's in your game, and you've got a city near the sea, expect to see an army of embarked units from the sea. Thankfully, a simple precaution will make their job much harder: use a Trireme to scout for embarked units. Part of the UA's strength lies in being able to deal lots of damage to a Civ because they haven't expected an assault from the seas, especially when their cities are slightly inland. By scouting out for embarked units, they've lost the element of surprise.

If you feel Denmark's likely to be a major risk to you, post high-strength units on your coast to stop them disembarking easily.

Part of the trick of a Danish sea raid is that they'll aim to declare war first, thus getting a turn advantage. If you see Denmark's armies coming, declaring war on them first can mess up their plans.

Ultimately, for a sea raid, prevention is far better than cure. Once they're in your lands, target their siege weapons. True, their Berserkers/Ski Infantry can take cities and their siege units can't, but siege units don't pillage for free (making them more vulnerable than their front-line units) and they'll be the ones dealing the most damage to your cities.

Now, how do you deal with free pillaging? Well, if your lands are flooded with Danish units, it's probably better to let them pillage excessively so they don't have a source of health. One way to do this is to use ranged units to deal a small amount of damage on a range of Danish units, so either they spend time healing themselves or they end up pillaging too much. Alternatively, heavily focus fire on a single unit at a time to kill it hence preventing it from pillaging to heal up. What you shouldn't do is divide your damage between a small number of enemy units.

Playing against Berserkers

Berserkers have two main advantages: Speed and strength. Your best bet to deal with that problem is by using Knights. Crossbowmen make decent city defenders, though out in the open they're vulnerable to the high speed of Berserkers.

Like Sea Raids, prevention is better than cure, so locating iron before Denmark will help lessen the Berserker threat.

Playing against Norwegian Ski Infantry

Areas near the poles are vulnerable to Ski Infantry, and hence you need to keep them well-defended if you think Denmark's going to be knocking round. It may appear that tundra/snow cities aren't really worth protecting, but remember that if Denmark takes one, they've got a foothold in your land!

If you need to take further precautions, get Astronomy and/or later sea technologies to intercept their invading forces before they come. Air units will be particularly tricky for Denmark to deal with.

Strategy by Style

Early-game Aggressors - Denmark's a good candidate for taking out early, before they can cause trouble with Berserkers.

Mid-game Warmongers - Berserkers are problematic to face even into the Renaissance due to their high mobility. Generally, the best thing to do is take them out earlier on, or in the late-game.

Late-game Warmongers - Use aeroplanes and Submarines extensively to pick out Danish embarked units. Building a strong navy with plenty of Carriers isn't a bad idea, so you can take the fight to them. Denmark's abilities aren't particularly powerful in defence, so exploit that.

Cultural Players - Having strong culture generation will be useful as the bigger the distance between your cities and your borders, the harder it is for Denmark to conduct a sea raid. Pikemen are in your technology route and make reasonable defenders against Berserkers. Later on, you'll need Navigation for Archaeology, so that offers you the chance to build a decent navy to defend against Danish units.

Diplomatic Players - Taking the Commerce opener and Mercenary Army offers you Landsknetches. As they can move and attack after being purchased, they make a great quick response to Berserker threats. If you don't want to take such a diversion (as you'll probably be going through the Patronage tree at the time) then there's always the tried and tested method of bribing another Civ to fight them. Having a common enemy is a great way to make friends later.

Scientific Players - The Berserker is a great threat because even if you have a significant technological advantage, they can still deal quite some damage to you. Getting Galleasses up and running will help to stop an invasion from the seas, while Knights will work fairly well on land.
Other Guides

These guides cover every Civ in the game and can be used as quick reference guides.

Civ-specific guides, in alphabetical order

All 43 Civs are covered in in-depth guides linked below. In brackets are the favoured victory routes of each Civ.
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Zigzagzigal  [author] Nov 22, 2017 @ 4:25am 
I think an early Worker technology if necessary is fine. You should still be able to squeeze in a city after Bronze Working reveals iron. I've slightly tweaked the text in the guide to accommodate that, as it's a good point to raise.
dvdavins Nov 21, 2017 @ 7:20pm 
if your capital has a mineable resource in range, going straight for Bronze Working makes sense. But if it doesn't, you'll probably need Calendar, Trapping, Masonry, or Sailing before you can found another city without going unhappy. Which leaves time for Bronze Working while you build the Settler or accumulate the cash to buy the Settler. Or are you saying don't worry about going unhappy?
No Slack Jack Aug 22, 2016 @ 4:12pm 
I see. Sure the Lightning Warfare movement dosen't stack with Viking Fury embarkment perks but I just felt the unique ability fell so well in character with honor, exploratrion and autocracy that it almost appeared to be a free policy or tenet to thouse catagories.
Zigzagzigal  [author] Aug 22, 2016 @ 3:42pm 
In one example, a Landship starts adjacent to a coastline while embarked. You have Steam Power, so it can move 5 tiles a turn while embarked. You disembark the unit onto land, and it has 4 movement points remaining (it started with 5, disembarking cost a point, so it's down to 4). Having Lightning Warfare in this case wouldn't have made a difference.
Zigzagzigal  [author] Aug 22, 2016 @ 3:39pm 
Unfortunately, Lightning Warfare +1 move doesn't actually interact with the Danish UA's 1-move disembark ability. When you disembark a Danish unit, their remaining movement is based on the amount of movement points they had remaining while embarked. Ignoring Zone of Control and the 15% attack bonus are still good, though, and once the units have landed, the +1 movement will be useful again.
No Slack Jack Aug 21, 2016 @ 8:04pm 
One of the things that I notice about Denmark is that Viking Fury appears to look like one of the ideology tenets (specificaly Lightning Warfare as it relates to the movement of certain units). This can further support the adoption of Clauswitz's Legacy as the unique ability can somewhat fill in the void after the attack buff wears off.
Zigzagzigal  [author] Apr 19, 2015 @ 3:17pm 
Bad habit of mine, due to the generic unit and the French UU having very similar names.
SpikerJG Apr 19, 2015 @ 2:06pm 
In the beserker section, you say "From your UA, but Musketeers onwards don't get this promotion when built." Don't you mean Musketmen?
Benzombie Apr 19, 2015 @ 11:22am 
That does sound pretty good, it's just that since Denmark is a DLC civ they probably will never change it. I just think it's kinda bull that berserkers need iron where as mohawk warriors (both bassicaly have no aromor) don't.
Zigzagzigal  [author] Apr 19, 2015 @ 1:41am 
Probably not, but I think if we're going to buff Denmark, it'd be a good idea to give some kind of economic advantage on top of their current UA.

One idea I have is to give every melee unit the "Viking Raider" promotion, which works similarly to Coastal Raider (bonus against cities and receive gold for attacking them.) Alternatively or additionally, a +1 gold bonus to naval trade routes would help out in the early-game.