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 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.
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
The Viking embassy has a size of 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.
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:
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 | Population | Production | |
---|---|---|---|---|
Clan House |
[1] [1] |
3x5 Yes 8h |
172 | 1,900 in 24h |
Hut |
[1] [1] |
3x3 Yes 1h |
59 | 375 in 8h |
Shack |
[1] [1] |
2x2 Yes 1m |
16 | 93 in 4h |
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 | Production | Costs | |
---|---|---|---|---|
Axe Smith |
-45 [1] [1] |
3x3 Yes 1h |
5 in 4h 10 in 8h 20 in 24h |
1,000 2,000 4,000 |
Beast Hunter |
-45 [1] [1] |
3x3 Yes 1h |
5 in 4h 10 in 8h 20 in 24h |
1,000 2,000 4,000 |
Mead Brewery |
-36 [1] [1] |
3x4 Yes 1h |
5 in 4h 10 in 8h 20 in 24h |
1,000 2,000 4,000 |
Wool Farm |
-27 [1] [1] |
5x3 Yes 1h |
5 in 4h 10 in 8h 20 in 24h |
1,000 2,000 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 | Production | ||
---|---|---|---|---|
Runestone |
[1] [1] |
1x1 No 1m |
||
Shrine |
-17 [1] [1] |
2x2 Yes 1m |
113 in 1h | |
Clan Totem |
[1] [1] |
1x2 No 1h |
||
Market |
-38 [1] [1] |
3x3 Yes 1h |
294 in 1h | |
Old Willow |
[1] [1] |
3x2 No 8h |
||
Mead Hall |
-63 [1] [1] |
5x3 Yes 7:46:40h |
649 in 1h |
Roads
All settlement buildings except some diplomacy buildings require a road connection to the embassy.
Road | Construction | |
---|---|---|
Snow Trail |
0 0 |
1x1 0 |
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 41 Axes, or 21 Mead, or 5 Horns, or 1 Wool.
There are also 4 expansions that can be unlocked with diamonds. These cost 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.