Strengths
- Viking Raiders combine useful starting attack with a generous carry capacity.
- Berserkers offer a heavy offensive infantry option.
- The Big Hospital gives a developed village a larger recovery share and storage.

The tribes of Dominion
Seek the next shore. Build a lasting home.
Editorial assessment
History
Across the northern seas, Scandinavian communities joined farming and craft with trade, migration and raiding. Their ships connected distant shores, but the settlements left behind needed fields, workshops and trusted neighbours as much as any fleet needed a destination.
Voyages could win wealth and reputation; lasting influence required a place to return to. The Viking path in Dominion draws on that double ambition. Reach outward with purpose while building a village strong enough to receive the next generation.
An original historical introduction; the game roster is a fictional adaptation.
A suggested route, not a timed build order. Adjust to your resources, neighbours and alliance.
Academy 1, Main Building 5
Scout for an objective suited to your force and consider the return journey. Carry capacity pays only when the troops survive and there are resources to take.
Preserve resources and maintain defenders suited to the incoming threat. Offensive infantry alone is not a complete defensive plan.
Coordinate targets and defensive cover, share reports, and use merchants for agreed supplies. Recovery infrastructure is support for a campaign, not permission to waste troops.
Scroll the table horizontally to see every column.
| Unit / role | Attack | Defense vs infantry | Defense vs cavalry | Speed (tiles/h) | Carry | Cost (W / C / I / crop) | Upkeep (crop/h) | Training (h:mm:ss) |
|---|---|---|---|---|---|---|---|---|
![]() Viking RaiderInfantryInfantry training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 45 | 30 | 15 | 7 | 70 | 105 / 85 / 65 / 35 | 1 | 0:16:00 |
![]() Viking ScoutEspionageInfantry training Research prerequisitesAcademy 1, Main Building 5 | 0 | 15 | 8 | 10 | 0 | 155 / 110 / 45 / 45 | 1 | 0:18:40 |
![]() AxemanInfantryInfantry training Research prerequisitesAcademy 3, Blacksmith 1 | 70 | 35 | 25 | 6 | 55 | 145 / 135 / 185 / 70 | 1 | 0:23:20 |
![]() BerserkerInfantryInfantry training Research prerequisitesAcademy 5, Blacksmith 1 | 105 | 45 | 30 | 6 | 60 | 190 / 220 / 340 / 90 | 2 | 0:32:40 |
![]() Viking RiderCavalryCavalry training Research prerequisitesAcademy 5, Stable 5 | 100 | 70 | 55 | 12 | 90 | 415 / 380 / 305 / 85 | 2 | 0:44:00 |
![]() HuscarlCavalryCavalry training Research prerequisitesAcademy 15, Stable 10 | 165 | 95 | 100 | 10 | 75 | 590 / 640 / 715 / 160 | 3 | 0:55:00 |
![]() RamRamSiege training Research prerequisitesAcademy 10, Workshop 1 | 65 | 35 | 80 | 4 | 0 | 1,010 / 415 / 440 / 75 | 3 | 1:18:20 |
![]() CatapultCatapultSiege training Research prerequisitesAcademy 15, Workshop 10 | 55 | 60 | 10 | 3 | 0 | 930 / 1,350 / 640 / 80 | 6 | 2:30:00 |
![]() JarlChiefExpansion training Research prerequisitesAcademy 20, Rally Point 10 | 50 | 45 | 40 | 5 | 0 | 35,800 / 29,200 / 28,600 / 31,500 | 4 | 25:11:40 |
![]() Viking SettlerSettlerExpansion training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 10 | 80 | 80 | 5 | 3,000 | 5,900 / 5,200 / 5,700 / 5,800 | 1 | 7:38:20 |
Each merchant carries 750 resources and travels at 18 tiles/hour at 1×, before bonuses.
Resource fields and village buildings share the base construction queue.
A level 10 Cranny protects 1,000 of each resource before attack modifiers. Tribe multiplier: ×1.
Base loyalty reduction per surviving chief: 20–25, before morale and celebration modifiers. Founding requires 3 settlers, plus the usual expansion conditions.
Big Hospital can turn 50% of eligible losses into wounded troops, rounded down, up to 60 stored wounded per building level. Healing costs half the unit resources, rounded up.
Spartans and Vikings use the Big Hospital instead of the standard Hospital. Its recovery share and storage are larger; it still needs surviving infrastructure and resources to heal troops.
Barricade: 2.2% per level, compounded; +54.5% at level 20. This is the troop multiplier, not wall durability.
Numeric cells expose their source file and key on focus or hover. Download the JSON for all unit, building and mechanic references. History, tutorials, profiles and beginner ratings are editorial.
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