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Vikings portrait

The tribes of Dominion

Vikings

Seek the next shore. Build a lasting home.

OffenseFor beginners: Intermediate

Editorial assessment

History

Seek the next shore. Build a lasting home.

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.

Playstyle & tutorial

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.

Weaknesses

  • Berserkers consume more crop than the lighter infantry options.
  • The offensive roster still needs defensive planning.
  • The Big Hospital is a later investment and healing consumes resources.

Your first days

A suggested route, not a timed build order. Adjust to your resources, neighbours and alliance.

  1. Develop resource fields and leave enough crop for the army you intend to maintain. Increase storage as production grows.
  2. Build Main Building level 3 and Rally Point level 1 for the Barracks. Train a small Raider force and keep early losses affordable.
  3. At Barracks level 3, add the Academy. Research Viking Scouts before risky commitments, then choose an Axeman or Berserker project only when the economy can fund it.
  4. Delay heavy cavalry and the Big Hospital until their infrastructure has a clear purpose. A steady village supports more campaigns than an opening that spends every reserve.
Research prerequisites — Viking Scout

Academy 1, Main Building 5

When to attack

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.

When to defend

Preserve resources and maintain defenders suited to the incoming threat. Offensive infantry alone is not a complete defensive plan.

Working with an alliance

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.

Your army

Scroll the table horizontally to see every column.

Unit / roleAttackDefense vs infantryDefense vs cavalrySpeed (tiles/h)CarryCost (W / C / I / crop)Upkeep (crop/h)Training (h:mm:ss)
Viking RaiderInfantryInfantry training
Research prerequisites

No Academy research is required for this unit; training-building and expansion requirements still apply.

453015770105 / 85 / 65 / 3510:16:00
Viking ScoutEspionageInfantry training
Research prerequisites

Academy 1, Main Building 5

0158100155 / 110 / 45 / 4510:18:40
AxemanInfantryInfantry training
Research prerequisites

Academy 3, Blacksmith 1

703525655145 / 135 / 185 / 7010:23:20
BerserkerInfantryInfantry training
Research prerequisites

Academy 5, Blacksmith 1

1054530660190 / 220 / 340 / 9020:32:40
Viking RiderCavalryCavalry training
Research prerequisites

Academy 5, Stable 5

10070551290415 / 380 / 305 / 8520:44:00
HuscarlCavalryCavalry training
Research prerequisites

Academy 15, Stable 10

165951001075590 / 640 / 715 / 16030:55:00
RamRamSiege training
Research prerequisites

Academy 10, Workshop 1

653580401,010 / 415 / 440 / 7531:18:20
CatapultCatapultSiege training
Research prerequisites

Academy 15, Workshop 10

55601030930 / 1,350 / 640 / 8062:30:00
JarlChiefExpansion training
Research prerequisites

Academy 20, Rally Point 10

5045405035,800 / 29,200 / 28,600 / 31,500425:11:40
Viking SettlerSettlerExpansion training
Research prerequisites

No Academy research is required for this unit; training-building and expansion requirements still apply.

10808053,0005,900 / 5,200 / 5,700 / 5,80017:38:20

Special mechanics & buildings

Trade & expansion

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

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

Barricade: 2.2% per level, compounded; +54.5% at level 20. This is the troop multiplier, not wall durability.

Source files and calculation notes

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.

Download the data with source references