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The Viking Settlement is the first of the Cultural settlements. The purpose is to lead the Vikings to prosperity as the Thane of their new village.

This page explains the workings of the settlement and it's buildings, for information about the quests, embassy advancements and rewards check the Vikings page.

Start

When starting the Viking Settlement the player will have a city grid the size of 4 expansions (2x2), with the Viking embassy in the top corner, and a stock of Copper Coins 5,000 copper coins. Take notice of the impediments on the city grid, unmovable rocks that block part of the grid. These cannot be removed, so it's necessary to build around the impediments, making it harder to arrange buildings.

Viking Settlement Start

With each start of a new Cultural settlement, the impediments will be arranged differently in the city. Abandoning a settlement will not rearrange the impediments.

Additional expansions can be unlocked by either paying cultural goods or diamonds. The player can unlock a total of 16 expansions by paying cultural goods and 4 with diamonds. The total city grid can fit 25 expansions, including the first 4.

Embassy

Viking Embassy
The Viking embassy has a size of Size 4x3 and can be moved to another location on the grid. The embassy cannot be sold.

Click on the embassy (or on the 'Develop' button) to open the Embassy Advancements window. This window shows the player's cultural goods stock at the top left. The main screen shows the embassy advancements and the costs to unlock them: the amount of cultural goods shown in the middle and on the bottom the amount of diplomacy needed. The amount of diamonds displayed to unlock an advancement depends on the amount of goods and/or diplomacy still needed. The player can choose to gain the amount of resources and diplomacy still needed, or pay the difference with diamonds.

Viking Embassy Screen

A list of all embassy advancements and their requirements can be found on the Vikings page.

Buildings

Building Menu

The building menu consists of four types of buildings and an expansions window:

  • REBU Residential buildings
  • Cultural Goods Building Cultural Goods buildings
  • Diplomacy Diplomacy buildings
  • Road Required Roads
  • Size Expansions

At the start of the settlement, the player will have one of each type of building available in the building menu: the Shack, Axe Smith, Runestone and Snow Trail. All other buildings become available by unlocking embassy advancements.

The building cost of each settlement building depends on the player's era and consists of resources from the main city: coins and supplies.

All resources gained from the settlement, stay in the settlement. Players cannot trade cultural goods with other players.

Residential Buildings

Residential buildings provide Viking population and copper coins. Copper coins are needed for the production of cultural goods.

Beware: when finishing or abandoning a settlement, all population and copper coins in stock will be lost.

Building Construction Vikings Population Copper Coins Production
Clan House
Clan House
Coins[1]
Supplies[1]
Blank
Size 3x5
Road Required Yes
Clock8h
Vikings 172 Copper Coins 1,900 in Clock24h
Hut (Vikings)
Hut
Coins[1]
Supplies[1]
Blank
Size 3x3
Road Required Yes
Clock1h
Vikings 59 Copper Coins 375 in Clock8h
Shack
Shack
Coins[1]
Supplies[1]
Blank
Size 2x2
Road Required Yes
Clock1m
Vikings 16 Copper Coins 93 in Clock4h

Cultural Goods Buildings

Cultural goods buildings provide an amount of cultural goods, from 5 to 20, depending on the chosen production time. The production is similar to goods production in the main city, but requires a resource that the player gathers in the settlement: copper coins.
Cultural goods are used for unlocking embassy advancements and expansions.

Unlike main city goods, the player cannot trade cultural goods with other players.

Beware: when finishing or abandoning a settlement, all cultural goods in stock will be lost.

Production Bonus

Cultural goods buildings provide a production bonus: with each production the player has a chance of 3% to get 4x the amount of goods produced. With each finished settlement this percentage will increase with 1.5%, until 15 settlements are finished, after which it stays at 25%.

Building Construction Cultural Goods Building Production Copper Coins Costs
Axe Smith
Axe Smith
Vikings -45
Coins[1]
Supplies[1]
Size 3x3
Road Required Yes
Clock1h
Axes 5 in Clock4h
Axes 10 in Clock8h
Axes 20 in Clock24h
Copper Coins 1,000
Copper Coins 2,000
Copper Coins 4,000
Beast Hunter
Beast Hunter
Vikings -45
Coins[1]
Supplies[1]
Size 3x3
Road Required Yes
Clock1h
Horn 5 in Clock4h
Horn 10 in Clock8h
Horn 20 in Clock24h
Copper Coins 1,000
Copper Coins 2,000
Copper Coins 4,000
Mead Brewery
Mead Brewery
Vikings -36
Coins[1]
Supplies[1]
Size 3x4
Road Required Yes
Clock1h
Mead 5 in Clock4h
Mead 10 in Clock8h
Mead 20 in Clock24h
Copper Coins 1,000
Copper Coins 2,000
Copper Coins 4,000
Wool Farm
Wool Farm
Vikings -27
Coins[1]
Supplies[1]
Size 5x3
Road Required Yes
Clock1h
Wool (Vikings) 5 in Clock4h
Wool (Vikings) 10 in Clock8h
Wool (Vikings) 20 in Clock24h
Copper Coins 1,000
Copper Coins 2,000
Copper Coins 4,000

Diplomacy Buildings

Diplomacy buildings provide diplomacy, some of them also produce copper coins. Diplomacy is needed to unlock embassy advancements. Although diplomacy seems similar to happiness, it has no effect on the Viking population or on settlement productions.

Beware: when finishing or abandoning a settlement, all diplomacy gained will be lost.

The buildings that produce copper coins have 6 different production options, in the following table only the 1-hour production is listed.

Building Construction

Diplomacy Diplomacy

Copper Coins Production
Runestone
Runestone
Coins[1]
Supplies[1]
Blank
Size 1x1
Road Required No
Clock1m

Diplomacy 6

Shrine
Shrine
Vikings -17
Coins[1]
Supplies[1]
Size 2x2
Road Required Yes
Clock1m

Diplomacy 24

Copper Coins 113 in Clock1h
Clan Totem
Clan Totem
Coins[1]
Supplies[1]
Blank
Size 1x2
Road Required No
Clock1h

Diplomacy 24

Market
Market
Vikings -38
Coins[1]
Supplies[1]
Size 3x3
Road Required Yes
Clock1h

Diplomacy 108

Copper Coins 294 in Clock1h
Old Willow
Old Willow
Coins[1]
Supplies[1]
Blank
Size 3x2
Road Required No
Clock8h

Diplomacy 108

Mead Hall
Mead Hall
Vikings -63
Coins[1]
Supplies[1]
Size 5x3
Road RequiredYes
Clock7:46:40h

Diplomacy 270

Copper Coins 649 in Clock1h

Roads

All settlement buildings except some diplomacy buildings require a road connection to the embassy.

Road Construction
Snow Trail
Snow Trail
Coins 0
Supplies 0
Size 1x1
Clock0

Expansions

To expand the settlement, the player can buy 16 expansions with cultural goods. The cost of an expansion is one of the four options shown below. Example: to place the 6th expansion the player can choose between paying Axes 41 Axes, or Mead 21 Mead, or Horn 5 Horns, or Wool (Vikings) 1 Wool.

There are also 4 expansions that can be unlocked with diamonds. These cost Diamonds 500 each.

Warning: before using diamonds, be aware that when finishing a settlement (or abandoning one), the settlement will be reset and all buildings, goods in stock, advancements and expansions will be lost, including those unlocked with diamonds.

Expansion Axes Axes Mead Mead Horn Horns Wool (Vikings) Wool
1 1 1 1 1
2 5 1 1 1
3 12 1 1 1
4 21 5 1 1
5 32 12 1 1
6 41 21 5 1
7 48 32 12 1
8 55 41 21 5
9 62 48 32 12
10 69 55 41 21
11 76 62 48 32
12 82 69 55 41
13 89 76 62 48
14 96 82 69 55
15 103 89 76 62
16 110 96 82 69

See Also

Notes

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 Amount depends on the player's current era.
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