CIVILIZATION · NORTHERN EUROPE
Danes
Danes are part of Age of Empires II, representing Northern Europe and emphasizing raiding infantry & navy. Their signature roster includes the Jomsviking. Villagers and Fishing Ships drop off 5% more food.

Overview
Danes are part of Age of Empires II, representing Northern Europe and emphasizing raiding infantry & navy. Their signature roster includes the Jomsviking. Villagers and Fishing Ships drop off 5% more food.
Civilization identity
Danes is classified as Northern Europe and is centered on raiding infantry & navy. Its defining roster entry is Jomsviking. This focus is a starting point for reading the technology tree, not a requirement to use only one unit line: the bonuses and matchup determine which parts of the roster are worth investing in. In team games, land siege units except grenadiers gain +2 line of sight; account for this while choosing allies and deciding which role the civilization should cover.
Civilization bonuses and their value
Each bonus applies to a specific part of the economy, army, or map plan. Read the effect together with its target: a discount matters when it changes a build or upgrade timing, while a combat bonus matters only when the affected unit or structure is actually fielded.
- Villagers and Fishing Ships drop off 5% more food This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
- Destroying a building loots 25% of its resource cost, except for walls and gates This changes the resource investment or timing needed to field the affected option.
- Barracks and Siege Workshop technologies cost 66% less gold This changes the resource investment or timing needed to field the affected option.
- Varangian Guards and Longships move 10% faster This is a water-map advantage; plan around control of fishing, crossings, and transport rather than assuming it matters equally on a land map.
Signature units and unique technologies
Jomsviking: Danish infantry that hurls torches at buildings and ships, making it useful for raids and close assaults Mounted Crossbowman: A heavily armed ranged cavalry unit with strong attacks but a slower firing cadence Varangian Guard: Shock infantry used by the Vikings, Varangians, and Byzantines; it can earn gold while fighting Catapult Galleon: A campaign and regional naval siege unit that attacks shore targets with thrown projectiles Longship: A Northern European regional warship that fires multiple projectiles and supports naval raids These units define the civilization’s distinctive options. Its unique technologies add later-game choices; compare their effects with the cost and research timing before committing resources.
- Hamask: Infantry gain attack as their hit points fall
- Northmen’s Fury: Mangonel-line siege weapons and Catapult Galleons gain range; siege units deal more damage to buildings
Civilization game plan
The guide below connects the civilization’s bonuses to an opening, a main army, a transition, and the principal risk to watch. Adapt the sequence after scouting rather than treating it as a fixed build order.
- Opening: Favor an early infantry push that can turn damage to enemy buildings into additional resources.
- Core army: Men-at-Arms and later infantry can work with siege to keep a land attack advancing.
- Transition: Invest the early food advantage into production and follow successful pressure with more siege or a growing economy.
- Watch for: Raiding bonuses pay off only when attacks connect; protect the economy while maintaining enough units to exploit them.
Technology tree gaps
This civilization-specific tree marks the units, research, and upgrades that are unavailable. Check the named production building or research line before planning a transition; the gaps can rule out an otherwise familiar counter or upgrade.
- Archery Range: Arbalester, Cavalry Archer, Hand Cannoneer, Parthian Tactics
- Stable: Hussar, Cavalier, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Bombard Cannon
- Castle: Sappers
- Dock: Carrack, Demolition Raft, Cannon Galleon
- Monastery: Atonement, Herbal Medicine, Heresy, Faith
- Defensive structures: Bombard Tower, Fortified Wall
- University: Fortified Wall, Architecture, Bombard Tower, Siphons, Treadmill Crane
- Lumber Camp: Two-Man Saw
- Mill: Crop Rotation
- Market: Guilds
Team-game role
The team bonus is Land siege units except Grenadiers gain +2 Line of Sight. This can help define a complementary team role. Coordinate it with allied civilizations that can use the bonus or cover a weakness in the roster.
Strategic identity
Signature unit: Jomsviking. Distinctive bonuses: Destroying a building loots 25% of its resource cost, except for walls and gates. Barracks and Siege Workshop technologies cost 66% less gold. Varangian Guards and Longships move 10% faster. In team games, its team bonus is Land siege units except Grenadiers gain +2 Line of Sight. Its unique technologies are Hamask (infantry gain attack as their hit points fall); Northmen’s Fury (mangonel-line siege weapons and Catapult Galleons gain range; siege units deal more damage to buildings). Regional units: Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship.
Unique units
Regional units
Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship
Team bonus
Land siege units except Grenadiers gain +2 Line of Sight.
Regional technologies
Civilization bonuses
- Villagers and Fishing Ships drop off 5% more food.
- Destroying a building loots 25% of its resource cost, except for walls and gates.
- Barracks and Siege Workshop technologies cost 66% less gold.
- Varangian Guards and Longships move 10% faster.
Unique technologies
- Also known as
- Danes (Age of Empires II)
- Focus
- Raiding infantry & navy
- Signature / category
- Jomsviking
- Release / context
- The Viking Sagas
- Region
- Northern Europe
- Classification
- Northern European