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Danes

CIVILIZATIONS · AGE OF EMPIRES II ONLY

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.

Danes Age of Empires II civilization artwork
Danes Age of Empires II civilization artwork

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.

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.

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

Jomsviking

Regional units

Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship

Team bonus

Land siege units except Grenadiers gain +2 Line of Sight.

Regional technologies

Cranequins

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
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