AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial
Danes Home City painting

European civilization · Home City Copenhagen

Danes

The Danes (civ ID DEDanish, Home City Copenhagen) in AoE3: Definitive Edition 100.19.18309 start with 3 Crates of Food, 2 Cords of Wood, 1 Explorer, 5 Settler and 1 Customs Wagon, train 24 kinds of units from their own buildings and have 150 Home City cards. Their age-up choices number 5 / 5 / 5 / 5 for the Colonial, Fortress, Industrial and Imperial ages.

This section as JSON: /raw/civilizations.json

Quick answers (4)
What are the Danes bonuses in AoE3?
Civilization bonus: Ages are cheaper but cannot Revolt. Starts with a Customs House that holds all resource crates and grants income for shipments of other players. Royal guard units: All military land units. Unique units: Snaphane and Gunboat. Unique buildings: Customs House gets resources from shipments. Round Churches act as defensive buildings. Watch Houses train and upgrade Snaphaner. At its height, the Danish Empire wielded maritime dominance and territorial control, shaping regional politics and commerce in Northern Europe. Through strategic acquisitions and colonial ventures in Greenland, Iceland, India, and the Caribbean, Denmark-Norway bolstered its prosperity and enhanced its significance in European affairs.
What do the Danes start with?
3 Crates of Food, 2 Cords of Wood, 1 Explorer, 5 Settler and 1 Customs Wagon.
Which Danes age-up gives the most?
to the Colonial Age: The Naturalist (≈ 700 resources); to the Fortress Age: The Scout (≈ 720 resources); to the Industrial Age: The Viceroy (≈ 1,300 resources); to the Imperial Age: The Royalist (≈ 2,200 resources).
How many Home City cards do the Danes have?
150, plus 3 more in revolution decks.

Bonuses

Civilization bonus: Ages are cheaper but cannot Revolt. Starts with a Customs House that holds all resource crates and grants income for shipments of other players. Royal guard units: All military land units. Unique units: Snaphane and Gunboat. Unique buildings: Customs House gets resources from shipments. Round Churches act as defensive buildings. Watch Houses train and upgrade Snaphaner. At its height, the Danish Empire wielded maritime dominance and territorial control, shaping regional politics and commerce in Northern Europe. Through strategic acquisitions and colonial ventures in Greenland, Iceland, India, and the Caribbean, Denmark-Norway bolstered its prosperity and enhanced its significance in European affairs.

The game's own civilization summary (civ picker rollover).

Starting units

Age-up choices

What each choice costs and hands over, valued at the units' train cost. Compare every civilization's age-ups.

To the Colonial Age

To the Fortress Age

To the Industrial Age

To the Imperial Age

History

The Kingdom of Denmark-Norway was a maritime empire that derived immense power from its strategic stranglehold on the Øresund strait, the narrow naval passage between Denmark and Sweden. For over four centuries, the Crown enforced the lucrative Sound Dues, demanding a toll from every merchant vessel passing between the North and Baltic Seas. This ‘river of gold’ flowing through Helsingør funded the monarchy's grand ambitions and made Denmark one of the wealthiest states in Europe. Better known in the English-speaking world as Elsinore, the city and its fortress would later gain global fame as the setting for William Shakespeare’s Hamlet. At the helm during the kingdom's most dynamic yet turbulent era was King Christian IV. A Renaissance monarch of boundless energy, he rebuilt Copenhagen into a grand capital, commissioning architectural marvels like the Børsen and Rosenborg Castle. However, his reign was defined by an existential rivalry with the rising Swedish Empire. Christian’s attempt to check Swedish expansion and champion the Protestant cause in the Thirty Years' War was a military disaster that ended in defeat and signaled a shift in the regional balance of power. In a daring maneuver during the harsh winter of 1658, Swedish armies marched across the frozen belts to threaten Copenhagen. The resulting Treaty of Roskilde stripped Denmark of its eastern provinces, including Scania, forever breaking its exclusive control over the Sound. Unlike the land-centric armies of its southern neighbors, Denmark’s true power rested on a formidable navy. As the binding force of a realm scattered across islands and fjords, the fleet was the kingdom’s wooden wall. Danish warships frequently clashed with Swedish fleets in a brutal contest for dominance over the Baltic Sea. Danish naval power fostered a vast global empire, with the Dannebrog flag flying over diverse territories, including the Danish West Indies, Tranquebar in India, and the Danish Gold Coast in West Africa. Through a personal union, Norway and Iceland formed the bedrock of the realm's North Atlantic presence, serving as equal kingdoms under a single crown. Expeditions like Hans Egede’s in 1721 re-established contact and solidified Danish authority over Greenland. The Danes maintained a fierce maritime tradition until the Napoleonic Wars. The British bombardment of Copenhagen in 1807 finally shattered the fleet, ending Denmark’s era as a great power, but leaving behind a legacy of resilience and a distinct maritime culture that survived the loss of empire.

From the game's History encyclopedia.

Units

Villager

Cavalry

DragoonFood90Coin90HussarFood120Coin80

Artillery

Ship

CaravelCoin100Wood300FrigateCoin500Wood500GalleonCoin300Wood300MonitorCoin200Wood600GunboatCoin100Wood120

Other

Also available: 59 mercenaries, natives, pets and shipment-only units

Buildings

Home City cards (150)

Every card of the Copenhagen Home City, by the first age it can be sent in. "×N" = can be sent N times; ∞ = no limit.

After a revolution: 3 cards of the revolution decks