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Ooh cool. I'll give some commentary there and show pride in my 1/8 Swedish heritage and homeland in North America being founded by the Swedes.

I agree on the Norse, for a name by the way (make sure it's Norse and not Norwegians, of course ;) ). One thing important to keep in mind is How the Civ is supposed to play. I suggested the amphibious ability combined with the Longboat as a way to keep them raider oriented. I know it seems a nice idea to broaden the scope of their historical representation, but it's not good if it dilutes them into being a Civ that does a bunch of things but just generically.
 
I still feel Longboat has better synergy (and I'm usually someone who would oppose it since it's not really quite a merchant craft).

BTW, wikipedia says Kaupang was just the name of a city.
 
Fair enough. I wasn't saying anyone was wrong, just expressing my confusion.

Vadus, you want to give them a free Colossus?
 
I think the Longboat: Trireme with +1, or maybe +2, is a good idea, along with Berserker. An interesting UA might be something like infantry units and civilians can walk across a one hex strait of water. That way, their naval attributes would be emphasized, and they might, just might, be able to settle in Denmark.
 
Provided the capital is on the ocean?
 
What about a UU that can explore enemy territory without OB agreement. Or they are undetected/invisible to other civs when they do explore.

Another UU idea. Húscarls are the elite guard of King Cnut (and later King Harold II) were armed with two-handed axes which could split shields or metal helmets with ease. Kind of sounds like the berserker from Civ 4 but i'm not really sure.

On the same page they talk about the longship. Maybe that could be a second UU that could travel over ocean. WHich would expand on the idea about their exploration speciality.

UB idea - Runestone which replaces monument but no idea what to do with it.

Just some ideas after 5 minutes of reading.

How heavy do you think a huscarl's axe was? just wondering
 
The Norsmen was a Mount&Blade clan, that had a dispute with another clan called Einherjar - who uses that Raven as their banner. So yeah, this was funny only to me :p

On topic: will be watching this space, since they took my Vikings out of the game, damnnit!
 
I'd suggest something like:

UA: Viking Raiders - Double gold from pillaging; Pillaging does not cost a movement point (but can only be used once per turn).

UU: Berserker - Replaces swordsman (no iron reqt); Always fights at full strength, but takes an extra 20% damage.

UB: something trade related.
 
See, I feel you need to represent seafaring in there somewhere. It's why I suggested giving all their units amphibious. If you make it so embarking and disembarking don't end all movement, it'll truly represent how Christaindom felt when they saw Viking Longships on the horizon. They could appear, murder, and leave before the slow Carolingian armies could show up.
 
How about the Norse don't lose movement when Embarking/Diseembarking and Fight at full strength while Embarked?

For a UB I would go with a Unique Lighthouse that gives +1 Food and +1 Production from Water Tiles.
 
I would rather see their unique ability enable their units to embark from the beginning of the game. Then would have those "embarked" units as longboats which can attack and defend like triremes. This would give them a very powerful exploration bonus as well as naval advantage because their warriors could double as a trireme navy. (of course if balance becomes too much an issue, give less strength than triremes).
 
Doesn't strike me as being overly "Viking", however. They were powerful seafarers, but not early seafarers. Now if this were the Polynesians, that ability would make a lot of sense.

It's also, to be fair, a very limited ability. It basically means you can have a naval invasion before another civ gets optics. I have Optics around the same time I have swordsmen. If you want to warrior rush a civ on a nearby island (or quickly settle a nearby island) if there's a coastal connection, it would be good. Otherwise, it's a fairly weak ability.
 
Perhaps a benefit would be that the Vikings don't need to wait a turn to embark and disembark a unit?
 
That's about what I'd suggest. I feel you can think of many different things that could represent them, but those things represent them and you can easily see how they should play.
 
Doesn't strike me as being overly "Viking", however. They were powerful seafarers, but not early seafarers. Now if this were the Polynesians, that ability would make a lot of sense.

It's also, to be fair, a very limited ability. It basically means you can have a naval invasion before another civ gets optics. I have Optics around the same time I have swordsmen. If you want to warrior rush a civ on a nearby island (or quickly settle a nearby island) if there's a coastal connection, it would be good. Otherwise, it's a fairly weak ability.

true it is not very "Viking" because their power was during the early medieval period. I was thinking of the concepts being represented rather than being historically accurate. To make the ability stronger and not just an early bonus... then make all "Viking" embarked units have an attack (although weaker than navy units of the time). They would have a very powerful navy. As well allowing them to embark from the beginning would allow for early settler expansion over to smaller islands to be safe from attack.
 
I would argue that amphibious ability would give them a huge advantage over their neighbors and the ability to not lose movement while doing so would give them an advantage that can never be equaled. The overall ability would make them extremely powerful, but will at least force them to wait until the Classical era. If you give them a medieval UU, then they'll be set for a late classical and medieval dominant period. With their ability, they can sail along coasts and raid and conquer anyone nearby. They can even capture workers that aren't even on the coast or land, pillage the tile, and return next turn. The possibilities are quite varied.
 
:goodjob:

I wonder how hard this would be to mod. I figure the first part (starts with amphibious) is easy and straight forward. Kael's Queen of the Iceni mod seems to do something similar. The second half might not be hard either, but we'll have to wait and see.
 
It might be easier to mod this through a promotion, (eg. create a promotion where unit do not lose movement when disembarking or crossing river) and all Norse units are given both promotions on creation. Many things Kael added in FFH was done through promotions.
 
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