Civ 5 Norwegian Ski Infantry
09.08.2019 admin
Ski Infantry. The first unique unit of the Norse is the Ski Infantry. This replaces the Rifleman, requiring the Rifling technology in order to be trained. The Ski Infantry has a combat strength of 64, being the same as the Rifleman. However, Ski Infantry have a combat strength increased to 72 on tundra tiles.
Posted by5 years ago
Archived
Denmark (Harald Bluetooth)
Unique Ability: Viking Fury
Embarked units have +1 Movement and pay just 1 movement point to move from sea to land, Melee units pay no movement point cost to pillage
Start Bias
Coast
Unique Unit: Berserker
Replaces: Longswordsman
Cost: 120 Production
Melee unit
Combat Strength: 21
Movement: 3
Upgrades to: Musketman
Amphibious promotion, allowing it to attack onto land from a Coast tile with no penalty.
Unique Unit: Norwegian ski infantry
Replaces: Rifleman
Cost: 225 Production
Gunpowder Unit
Combat Strength: 34
Movement: 2
Upgrades to: Great war infantry
In Snow, Tundra, Hills: +25% Combat Bonus , (if Forest or Jungle is not present) and Double Movement.
Strategy
Here is a video playlist, where the Danish are featured.
We’re excited to bring you our civ of the week thread. This will be the 20th of many weekly themed threads to come, each revolving around a certain civilization from within the game. The idea behind each thread is to condense information into one rich resource for all /r/civ viewers, which will be achieved by posting similar material pertaining to the weekly civilization. Have an idea for future threads? Share all input, advice, and criticisms below, so we can sculpt a utopia of knowledge! Feel free to share any and all strategies, tactics, stories, hints, tricks and tips related to the Danish.
Previous Civs of the Week:
65 comments
Civ Bonuses, AI Info, Strategies, Unique Units and Buildings
Updated for Gods and Kings and Brave New World DLCs
Civilization's Leader: Pocatello
Civ Bonus: Great Expanse
Founded Cities start with additional territory and Units receive a +20% Combat Strength bonus when fighting in their own Territory.
Unique Unit: Pathfinder
Unique Scout Replacement
A unique Scout replacement that has as much Combat Strength as a Warrior and starts with Native Tongue, which allows selection of bonuses from Ancient Ruins you find. Each Bonus may be chosen again every third Ruin. The Unit doesn't upgrade to anything, but if you elect to study tools to upgrade the Unit, it goes to a Composite Bowman instead of the usual Archer.
Unique Unit: Comanche Riders
Replaces Cavalry. Requires Military Science, Horses
Cost 200 vs 225 for Cavalry and have +1 Movement. The +1 Movement is a Promotion, and does carry over when upgrading the Unit meaning you have faster Landships and Tanks later in the game the more of these you make.
Warmonger Hatred | Wonder Compete | Offense Build | Defense Build | City Defense | DoF | Friendly to Civs | Denounce Civs | War w/Civs | Deception Likelihood | CS Comp | CS War | |
5 | 5 | 5 | 8 | 8 | 5 | 6 | 5 | 3 | 3 | 5 | 3 | |
Other Info | Pocatello is a trustworthy leader who is unlikely to engage you in War. He primarily plays defensively, but is capable of defending himself and creating a large mobile Army. Pocatello has a very high flavor for Expansion, so is likely to play a wide empire. | |||||||||||
Strategies/Ideas for playing Shoshone in Civ 5:
The Shoshone came with the Brave New World DLC and were initially seen as overpowered. I find them a well-balanced Civ, offering a strong early game that can allow you to quickly pass the AI. Great Expanse is an excellent early-game bonus, though you need to use it well because its effects are nearly gone by the late-game, aside from the defending bonus. Great Expanse gives newly-founded Cities 8 additional tiles - the 8 the AI would have automatically chosen had your Cultural Borders expanded naturally. This means that you are likely to get some great workable flat lands, as well as most of your resources within 3 tiles as soon as you Found a City. This bonus is way, way better than Washington's.
Capitalizing on Great Expanse means Workers, to the tune of two per City. You can cut back on them later, once your lands are developed. You have the unique ability to get all your Luxuries connected before your Borders ever expand and will rarely need to buy a tile. I do suggest trying to found a Religion with them, as terrain-specific Pantheons can be very helpful, plus you have the ability to get Faith from Ruins (more on that later). I suggest Researching Pottery first and using a build order of Pathfinder > Shrine > Worker > Archer. After your first Expansion, get out Workers asap. You want to be able to build Pastures, Mines, and Farms along Rivers and set up trade deals with other Civs. Your second Pathfinder can join the first in scouting out your lands. Shoshone do not work well on Archipelago, but rather Continents or Pangaea because it wastes this Unique Unit's excellent bonus. On a map like Plains plus, they would absolutely excel because of how many Ruins there tend to be.
With this strong early start, it's easy to get to Universities and start outpacing the AI in tech. That has led me to two Cultural Victories with the Shoshone (Turns 330-350 on Immortal) and I was very pleased with how the game went, to the point that this has definitely become one of my top 5 Civs. What I really like about them is how the early bonus translates into getting Science up and running via Education, and that's a perk players who do not own Babylon or Korea can enjoy.
Great Expanse's defensive bonus can be used offensively, so long as you fight a Warring Civ in your own territory. Your Units will deal a lot more damage and you'll be able to push them back toward their own lands. Civs that are put on the defensive and clearly bested Militarily will typically offer better Peace Treaties. They may give you lump sums or GPT and even Cities. Regardless, if you get War declared, you will be in a good position to turtle up and protect your Cities from strong foes. This bonus works well 100% of the time, unlike Ethiopia, who only get bonuses against Civs with more Cities.
The Pathfinder's usefulness is only in the first 50-70 Turns of any game. You'll start with one, but likely need two to maximize the benefits. As you Scout your continent, you should be lucky enough to find at least 4-6 ruins, if not more. You cannot pick the same bonus every time, but rather every four ruins (so Culture > Tech > Unit Upgrade > Culture > Tech would work). It's great to take a free Tech first (hopefully Mining), then Culture, then upgrade to a Composite Bowman that will be wonderful for completing CS Quests. At Turn 20, you can select to find +20 Faith from a Ruin. This means you can instantly grab a Pantheon, particularly if you have Shrine in Mason Kahni. If it's Turn 19 and no one's around, save that ruin for a couple of Turns later to get your Pantheon. After a Pantheon is founded, you are able to select Faith toward a Great Prophet (60 Faith) without waiting for three more Ruins. That gets you nearly 1/3 of the way there, and with Shrines in your other Cities and a Faith-producing Pantheon you are practically guaranteed a Religion.
Smart selection of Bonuses is important to maximizing use of the Pathfinder. Whether you're playing with Liberty or Tradition, you will want Techs first, then Culture, then to upgrade the Pathfinder so it can squish Barbarians. Upgrading the Pathfinder also gives you a strong Unit early in the game, which can be used to harass other Civs and steal Workers. This feels a lot less like cheating than using City-States to accomplish the same, and it's likely the Civ in question will forgive you so long as you don't actually try to take a City.
Taking a free Population is sometimes a bad idea, depending how much Food is around. Readers below noted that food does carry over, so that it will add a full population and keep the food you had. Sometimes, you will not have many food resources and it's a good time to take Population. When Food resources are plentiful, the City will grow quick naturally, and you will reach size 4-6 then stagnate without a Worker to add farms or improve resources - so you're speeding the rate you hit that wall, though benefitting from higher Production/gold in the City earlier. Faith is the best pick for the long term, but for the others I prioritize Tech > Culture > Upgrades > Gold. With low food/high production around, I would take Population to help with Production, as opposed to Culture. That would get a Worker and other buildings out sooner and allow the City to grow further.
The Shoshone give you a very strong start, and it's up to you to make that translate into a good game. While their bonuses peter out, it's great to get the ability to grab free Techs and Culture from Ruins. This will give your Workers the Tech needed for Improvements, reveal Horses, or get you closer to Philosophy. Having plenty of early Workers, you should have no trouble getting your City Connections up and running and raking in Gold with Trade Routes, allowing you to buy necessary buildings.
I do not have much good to write about the Comanche Riders. I used only a few during my games with the Shoshone. The good things about them are very simple - they have +1 Movement and are 25 Production cheaper than a Cavalry. This means you can make them 10% faster and will have an extra Movement to move around rough terrain and pillage tiles. They do this well when upgraded to Tanks, too. I do suggest you build at least a few of these as fast responders to Wars and their ability to sneak behind the front lines to hit Cannons and Crossbowmen/Gatling Guns.
I have not played the Shoshone Wide with Liberty, as it's typically hard to grab lots of land on Immortal in a timely manner, but it's clear their Cities would work very well this way. Cultural Expansion of Borders won't be a problem and you'll be able to set your Workers on improving the very best tiles to capitalize on Great Expanse. Even neglected Cities will perform far better than usual, since they will have those 3-food or 2 Food/1 Production tiles to fall back on. Given all the Workable tiles you'll have, micromanaging your Citizens in the early-game is highly recommended.
This Guide should have given you some insight on why the Shoshone are viewed as a strong Civilization. Share your Tips and experiences playing as Pocatello below to help your fellow Civ players.
Sid Meier's Civ 5 is a deep strategy game. I created these individual Civilization Guides to highlight the strengths of their specials and unique units. If you have an opener or tip for playing this Civ that you would like to share with other readers, please use the comments form below. Some Guides are in need of update and will be improved to a new standard of quality or altered to reflect gameplay changes in G&K and Brave New World. | ||||||
America | Arabia | Assyria | Austria | Aztec | Babylon | Brazil |
Celts | China | Dutch | Egypt | England | France | Germany |
Greece | The Huns | Inca | India | Indonesia | Iroquois | Japan |
Korea | Maya | Mongolia | Morocco | Ottoman | Persia | Poland |
Polynesia | Portugal | Rome | Russia | Shoshone | Siam | Songhai |
Venice | Zulu |
Share Tips and FAQs (11)
Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.
Sivfan says...Awesome stuff!
I'd have to disagree with your assessment that they play wide. I think they are better tall (the way you played them) due great expanse. If playing wide (many cities clumped together) the cities will compete with each other for tiles that much sooner and semi negating the benefits.
So really I agree with you? I'm confused.
I'd have to disagree with your assessment that they play wide. I think they are better tall (the way you played them) due great expanse. If playing wide (many cities clumped together) the cities will compete with each other for tiles that much sooner and semi negating the benefits.
So really I agree with you? I'm confused.
Many people have had the Shoshone AI spam Cities and gobble up massive amounts of land, and it's a major annoyance. It will likely lead to War, but you can definitely do the same and even minimize overlap. If you can get the luxuries, you can definitely get by with that yourself and have 5+ Cities that all work great tiles. It's situational, as on Immortal I don't often get the chance to have more than 4 Cities without doing some conquering.
I can see Shoshone played this way as an absolute war machine, for their early Cities will be able to spam units better than anyone else. Couple this with extra Workers from liberty, and you can be a powerhouse - at least in the early game! Gotta capitalize on their early benefits, anyway...
I can see Shoshone played this way as an absolute war machine, for their early Cities will be able to spam units better than anyone else. Couple this with extra Workers from liberty, and you can be a powerhouse - at least in the early game! Gotta capitalize on their early benefits, anyway...
27th June 2014 10:20am
JadEarth says...Great guide as always. Thank you.Personally, when it comes to the usage of Pathfinders, I like to pick in order of (Population>Techs>Faith>Upgrade), because I think population is overpowered, especially in the early game. Population does so many wonders, as long as happiness is maintained well enough. It really helps in playing catch-up in higher difficulties.Also, is getting culture good? I haven't tried doing that, because culture from ruins isn't that high (20).
I prefer the Culture because it gets me to the improved growth/reduced unhappiness/increased gold (tradition) earlier. Population certainly does help the higher you get, but it's often a matter of waiting just a few more turns to grow, especially when your City already has the best food tiles available to work.
If you catch one when your City has 10 turns to grow, I can defnitely see the Population paying off. It all depends where the city is. I think the best I can do is warn against taking that option when you're a few turns from growth, since it's a wasted choice.
If you catch one when your City has 10 turns to grow, I can defnitely see the Population paying off. It all depends where the city is. I think the best I can do is warn against taking that option when you're a few turns from growth, since it's a wasted choice.
26th June 2014 7:22am
Fred says...Hi there! First, thanks for your awesome guide. I've left civ for 3 years and read it all when I came back 3 months ago! Your guides and video's by Marbozyr helped me catch my first immortal (albeit it was science with Korea).Anyhow. Just want to say that I've tested for the population increase and if you take a population point, your food counter do not reset to zero. So if your at 90% food surplus and about to increase in pop naturally and you take one pop from a ruin, you'll still be at 90% surplus. Awesome!I personally go: POP - CULTURE (should be around turn 5 or 6 so just in time to gain the policy) - TECH OR UNIT UP : if I finished pottery , the next is tech, if not, upgrade to composite bowmen, I hate having a free tech and it being pottery that had 1 turn left - POP - then it will be situatational, TECH or UNIT UP or FAITHIn my last game, I got 3 pop, 2 composite bowmen, 60 faith and a tech like this. I was able to spawn 3 settlers by turn 65 while having a capital size 7
Thanks! I'll edit that a bit - I still think it should only be used when you are not going to grow rapidly. Sometimes shoshone will have multiple food resources and have no trouble growing naturally without a Worker. When you lack food resources, it can cause you to stagnate around pop 3-4 without a worker. Those would be the times to definitely take Population and get that extra Production. Otherwise, a City will usually grow to size five fairly swiftly.. but I can see the benefit of when you are wanting to expand rapidly and need your capital at size 4-5 to get Settlers out at a respectable pace.
13th July 2014 10:15am
SVK PETO says...1 pop is the best. Early tech is only 36 science. Choose honor and upgrade pathfinder is better then culture.
I preffer everytime I can Population and Upgrade. Once faith and then Tech.
I preffer everytime I can Population and Upgrade. Once faith and then Tech.
22nd July 2014 3:42pm
AlbinoPenguin says...You mention shoshone were seen as overpowered. What are your thoughts on Denmark being underpowered? I have been disappointed with the lack of uniqueness they have. E.g, a berserker gets one extra move but the promotion is lost, whereas an ikanda gives that to every zulu. No moment cost to pillage? Try zulu landschnekts. Plus, although serial pillaging can be useful for gold production, it barely makes up for the gold lost from not having trade routes with that civ. Plus, why give the danes a norwegian unit? Am I missing something with these guys?
I am going to have a hard time writing for Denmark and not sounding sarcastic. Overall, they are probably the worst for Immortal/Deity aside from the Byzantines (A Religious Civ without a boost to Founding Religion). Yeah, they have some trick with their siege weapons, but it's super situational. Their UU comes at the worst time at the worst point in the tech tree for playing high difficulty conquest. At that time, you need Education to play catch-up and it's on the other end of the tree. I have to consider this difficulty to assess them because many players can win Emperor and below without UA/UU being taken into account, but you need those bonuses to be able to catch up to the AI when you've moved up to 7/8.
The only thing I'll have to say about them that is positive is that the embarked berserkers would be about as powerful as ships at the time when in the water. I would personally build the berserkers, upgrade them to ski infantry and ensure the bulk of my military has been upgraded through that line before moving on to some standard domination with Artillery. You'd have amphibious units with bonuses in unforested hills/snow/tundra that can help, situationally - for example when you want to conquer a coastal snow city (heh). Too bad they take Iron.. eliminating that would have helped a bit, so you could have a horde. You're limited in your ability to follow that upgrade line by your iron supply. Too many things are situational. They might pass as OK on Archipelago...
I think what's worse about them is that if I start wars around that time, the World Congress is also going to be founded soon. Every Civ in the world is going to know of it, we're not even halfway through the game, nor do I have Cannons to help take out Cities with 40+ strength yet... bad, bad, and bad.
The only thing I'll have to say about them that is positive is that the embarked berserkers would be about as powerful as ships at the time when in the water. I would personally build the berserkers, upgrade them to ski infantry and ensure the bulk of my military has been upgraded through that line before moving on to some standard domination with Artillery. You'd have amphibious units with bonuses in unforested hills/snow/tundra that can help, situationally - for example when you want to conquer a coastal snow city (heh). Too bad they take Iron.. eliminating that would have helped a bit, so you could have a horde. You're limited in your ability to follow that upgrade line by your iron supply. Too many things are situational. They might pass as OK on Archipelago...
I think what's worse about them is that if I start wars around that time, the World Congress is also going to be founded soon. Every Civ in the world is going to know of it, we're not even halfway through the game, nor do I have Cannons to help take out Cities with 40+ strength yet... bad, bad, and bad.
26th June 2014 1:37am
Bill W says...Thanks again for the great guides. I'm heading over to the donate page after work
Thank you, Bill! I'm happy to help you get a bit more fun out of Civ 5. It's definitely a game you can enjoy for hundreds (if not thousands) of hours :)
26th June 2014 4:27pm
David says...While the Great Expanse is obviously most useful at the beginning, it's a great bonus any time you're founding cities. I found a sweet spot between a couple of city states on another landmass in the early middle ages, and was able to grab all the good tiles and have the city catch up very quickly. This enables some wider play while still grabbing national wonders by staggering city starts. I was impressed by how quickly my cities grew thanks to accessing better food tiles.
27th June 2014 11:42am
Zak says...Civ 5 Civs
Defender of the Faith enhancer belief works wonders with the Great Expanse combat strength increase. I've had AI vastly overestimate their chance of victory, only to have their units handily massacred near my city before I charge into their territory.
28th August 2014 5:32pm
Zak says...Great Expanse combat boost + Defender of the Faith enhancer belief = amazing 'fight near your city then go on warpath'.
1st September 2014 10:38pm
J says...I am not sure if you have noticed this, although I am certain you have but it seems that there is no guide for the Spanish. I am rather curious about how they might be played. If you could make a guide that would be great. Again not trying to be critical just pointing out something I have observed.
Yeah, 10 Civs are not finished, and some need leader information presented. I'm on another project with a team (Sims 4) and will try to come back and finish. The thing with spanish is it is very random - either you get great use of that UA or you don't, depending on the Wonders that roll. They are either very powerful or a very generic Civ to play. They call it the Spanish Gambit.
2nd September 2014 8:10pm
Ray Ryan says...I play civ5 and using poland, japan and china all the time. While looking for better starter civ for quick start, seem like here your guide help me. Shoshone is best for creating big empire with small number of cities, suite how I wanted to play Extra border and pathfinder is best. Too bad the second special unit isn't my favorite. Prefer building or tile improvement over it, thanks for guide.
26th October 2014 11:15am
Civ 5 Norwegian Ski Infantry Gear
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