Danes
The Danes are a European civilization introduced in The Baltic Powers. Their design supports a flexible economy and layered defense, with the Round Church sheltering nearby civilians and the Watch House combining housing with Snaphane access.

Economy & identity
Danish age-ups and Home City options can change how the economy and military develop. Snaphane give the roster a distinctive mobile option, while defensive buildings help protect workers and approaches; the Customs House adds a civilization-specific shipment interaction.
Military & matchups
Use map scouting to decide whether to invest in land defenses, mobile units or naval access. Keep each Round Church and Watch House in a position that covers a useful area, and check card prerequisites before planning around the Customs House.
Practical direction
Use scouting to learn when to shelter villagers, and invest in coast control only where the map makes it valuable.
Customs House economy and military identity
The Danes are a European civilization from The Baltic Powers, representing Denmark-Norway. They begin with 300 Food, 200 Wood, five Settlers and a Customs Wagon. Their age advancements cost 20% less, but they cannot revolt. The starting Customs House stores resource crates and generates Coin income when other players receive Home City shipments; the Dane player’s own shipments require five percent more experience. This creates a distinctive economic rhythm: cheaper age advancement helps reach new unit tiers, while the Customs House makes allied or enemy shipment timing relevant to the Dane economy. Watch Houses replace Houses and support ten population while offering increased line of sight. Round Churches replace Churches, provide defensive ranged fire, trickle experience and can train healers and Spies. These buildings combine housing, information and defense, so their placement matters: a Watch House can extend vision over an approach, and a Round Church can protect villagers from Outlaws or mercenaries. The Customs House itself is central to the opening, so protect it and use its storage for starting crates. The civilization’s unique units include Snaphane, Mounted Friskytte, Espingol and Gunboat. Snaphane is a stealthy Danish militiaman that loses hit points over time, rewarding an ambush against Outlaws or Artillery rather than a prolonged fight. Mounted Friskytte is ranged cavalry suited to attacking Artillery, Outlaws and Pets. Espingol fires multiple projectiles and is more effective against infantry than buildings. Gunboats assemble quickly and counter warships, but lose hit points over time. Each unit’s special condition changes when it should be deployed; do not treat them as permanent replacements for ordinary units. All Danish land military units can receive Royal Guard status, including Crossbowmen, Pikemen, Halberdiers, Musketeers, Skirmishers, Snaphane, Hussars, Dragoons, Grenadiers and artillery. Their royal names include Royal Crossbowmen, Royal Pikemen, Ski Troopers, Horse Guards, Jutland Dragoons and Royal Grenadiers, among others. This broad upgrade access allows a familiar unit composition to scale into the late game. Unique technologies include Disruption, Zealand Jaegers and Royal Service, which add civilization-specific options to the army and economy. The politician roster supports different age-up plans: Commerce choices include The Governor, Quartermaster, Inventor, Naturalist and Logistician; Fortress choices include the Adventurer, Admiral of the Ocean Sea, Bishop, Scout and Marksman. Later choices include economic and military options such as The Engineer, Tycoon, Viceroy and Cavalry Marshal. Select an age-up based on whether the Customs House economy needs time, the army requires an immediate shipment, or the player wants to reach Royal Guard upgrades. The 20% cheaper advancement can make timing more flexible, but it does not provide free military units by itself. The Danes have no revolution path, so they must continue developing their economy and army through age advancement. Their naval identity and European map options are supported by Gunboats, Customs House income and access to maritime content in The Baltic Powers. Keep a balanced force: Snaphane can ambush, Mounted Friskytte pressures artillery, and Espingol attacks infantry, while conventional troops protect the economy. The civilization’s strength lies in flexible age progression and broad Royal Guard access, with its building and shipment mechanics defining the tempo.
Plan around crates, shipments and experience
The Danish start combines resource crates with a Customs Wagon and a Customs House. The building stores crates and pays Coin when other players receive shipments, while Danish Home City deliveries take five percent more experience to earn. In a team match, shipments from allies can therefore contribute to the Dane economy, but the player should not rely on opponents cooperating. The cheaper age-up cost can accelerate a transition if Food and Coin are balanced; use the early resources to establish housing with Watch Houses and keep enough villagers gathering to produce units after the age-up. The civilization cannot revolt, so late-game planning depends on Royal Guard upgrades and normal age progression rather than a revolutionary reset.
Choose unique troops for specific threats
Snaphane’s stealth and time-limited health make it an ambush tool; use it to strike Artillery or Outlaws and withdraw before its health loss becomes decisive. Mounted Friskytte can approach enemy cannon and Pets, while Espingol’s multiple projectiles favor infantry rather than buildings. Gunboats counter warships but decay over time, so assemble them close to the naval fight and do not leave them idle. These specialized units work best when paired with the Royal Guard army, which supplies the durable frontline and conventional counters.
The Baltic Powers civilization and roster
The Danes are a playable civilization added in The Baltic Powers, representing Denmark-Norway. Their roster includes the Snaphane, Mounted Friskytte and Espingol, with a Gunboat for naval combat. Their named buildings include the Customs House, Watch House and Round Church. All military land units receive the civilization’s Royal-unit treatment, which makes upgrades and the timing of the army especially important: a broad roster can benefit, but its cost still has to be supported by the economy. The civilization has no listed Revolution choice, so its later game develops through ordinary Age advancement and the choices offered by its Home City. The colony and maritime theme appears in its tools, but those tools have separate jobs—use the Watch House to secure a position, the Customs House for its economic function and the Round Church for its own research or unit access rather than treating them as interchangeable structures.
Balance land expansion with naval access
The Danes’ unit set encourages scouting both the land and coastal parts of a map. Mounted Friskytte offer mobility, while Snaphane and Espingol represent specialized military options; the Gunboat lets the civilization contest water where a shore position is available. Use the unit that matches the approach instead of spending resources across all branches at once. On a land map, establish safe production and use the Royal upgrades to improve the army as it grows. On a water map, protect the economy that pays for ships and secure a shoreline before committing to naval production. The Round Church and Customs House can reinforce a plan, but their value depends on the associated unlock and current Age. Because the Danes come from The Baltic Powers, keep their roster and mechanics distinct from other civilizations with similar Northern European themes, and verify the active expansion before applying a build order from another release.