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A Website/{{Kickstarter}} campaign for TheBoardGame, ''Northgard: Uncharted Lands'' [[https://www.kickstarter.com/projects/opensesamegames/northgard-uncharted-lands was held in 2020]].


* '''Fenrir''': Warfare and conquest is the cornerstone of the Clan of the Wolf - they can raise up large warbands full of fierce warriors. Their iron stomachs can tolerate the rank meat of wolves and bears, and some of them can fly into a battle rage. Some say the Wolves are violent savages, but who cares what softer clans say when all words fall silent before the thud of an axe?
* '''Eikthyrnir''': Providence and prosperity is the name of the game for the Clan of the Stag. Every youth grows up hearing the fantastic stories of their forebears, and dreams of having a fable of their own one day, whether it be from hunting the wyverns to challenging the Jotnar. They are regal and proud, and go to Northgard with the blessing of their parents, well-equipped to carve a new kingdom and their own destiny.
* '''Heidrun''': Food is the heart of any society and nobody handles it better than the Clan of the Goat. Did you know a sheep's stomach stuffed with offal and barley can make a fine meal? Practical and hardy, even the most frigid wasteland will become a land of mead and honey once Heidrun hands start working it. Some say they are valourless homebodies, but they are a tight-knit family who survived when others did not, and surely nothing can stop them once they hit charging speed.
* '''Huginn and Muninn:''' The Clan of the Raven are a cunning and shady lot. They share their coin prudently and information even moreso. And while the Ravens prefer peace, they have some dirty tricks in store for when things come to blows. Some call them schemers and backstabbers, but why refuse advantages or opportunities in a land as unforgiving as Northgard? The Ravens are here to win, and winning brushes away any perceived dishonour.
* '''Bjarki:''' The Clan of the Bear is a clan of resilient survivalists from the far north. No invader or peril fazes the Bears. They are protective and territorial, and they never give up anything once they've taken it through peaceful means or force of arms. Not even the biting cold stop them - when others flee inside at the first falling flake, Bjarki rush out to celebrate with snowball fights and sculpted snow-bears.
* '''Slidrugtanni:''' Some mock the Clan of the Boar as primitives, but what do the clans of gold and lies really know? The Boars know the spirits and animals are the only allies worth keeping. Who needs soulless coins and civilised comforts when real treasures lie out there waiting to be unearthed? The knowledge of the ancients is whispered in the wind-blown leaves, but only the Boars care to listen. How can they lose when Northgard itself is seemingly their partner?

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* '''Fenrir''': Warfare and conquest is the cornerstone of the The Clan of the Wolf - they can raise up large warbands full of fierce warriors. Their iron stomachs can tolerate are perhaps the rank meat of wolves classic "Viking" clan. They are warriors, reavers and bears, slayers of man and some of them can fly into a battle rage. Some say the Wolves are violent savages, but who cares what softer clans say when all words fall silent beast alike, bringing war to their neighbours and thriving off it before going for the thud of an axe?
throat.
* '''Eikthyrnir''': Providence and prosperity is the name of the game for the Clan of the Stag. Every youth grows up hearing the fantastic stories Stag, a band of adventurers, skalds, poets and braggarts with an astonishing list of achievements. They will prove unstoppable if given enough space to grow out their forebears, and dreams of having a fable of their own one day, whether it be from hunting the wyverns to challenging the Jotnar. They are regal and proud, and go to Northgard with the blessing of their parents, well-equipped to carve a new kingdom and their own destiny.
antlers.
* '''Heidrun''': Food is the heart of any society and nobody handles it better than Some call the Clan of the Goat. Did you know a sheep's stomach stuffed with offal and barley can make a fine meal? Practical and hardy, even the most frigid Goat valourless homebodies, but any stony or frozen wasteland will soon become a land of mead and honey once Heidrun when their hands start working work it. Some say they They are valourless homebodies, but they are a tight-knit family who survived when others did not, gatherers and surely nothing can stop them shepherds, practical and resourceful, and once they hit charging speed.
speed nothing can stop them.
* '''Huginn and Muninn:''' The Clan of the Raven are a cunning and shady lot.cabal of merchants, mercenaries and spies. They share their coin prudently and information even moreso. And while the Ravens prefer peace, they have some dirty tricks in store for when They sail far and wide to bring shiny things come back to blows. Some call them schemers and backstabbers, but why refuse advantages or opportunities in a land as unforgiving as Northgard? The Ravens are here to win, and winning brushes away any perceived dishonour.
the nest.
* '''Bjarki:''' '''Bjarki''': The Clan of the Bear is are a clan group of resilient survivalists and hardy winter-worshippers hailing from the far furthest north. No invader or peril Nothing fazes the Bears. They are protective and territorial, Clan of the Bear, not invaders or winters, and they never give up anything once they've taken it through peaceful means or force of arms. Not even the biting cold stop them - are indomitable when others flee inside at the first falling flake, Bjarki rush out to celebrate with snowball fights and sculpted snow-bears.
riled.
* '''Slidrugtanni:''' Some mock the '''Slidrugtanni''': The Clan of the Boar as primitives, but what do embraces the clans of gold ancient, the primitive and lies really know? The Boars know the spirits different, and animals so attracts wildmen, druids and seers from far and wide. They are the only allies worth keeping. Who needs soulless coins clever and civilised comforts when real treasures lie out there waiting to be unearthed? The knowledge of the ancients is whispered in the wind-blown leaves, but only the Boars care to listen. How can they lose when Northgard itself is seemingly their partner?
spiritual, and have a knack for unearthing valuable secrets.


* NobleSavage: The Clan of the Boar shuns soulless krowns and the comforts of civilised and modern... 9th century living, to embrace communion with the natural world and the spirits.



* OurWightsAreDifferent: The draugr, the evil spirits of selfish people who cling on to the mortal world and make life difficult for their living heirs. Wights will haunt areas in groups of up to six, and sometimes attack territory as if drawn by recollections of their past lives. One draugr is generally superior to a basic, unupgraded warrior.



* ProudWarriorRace: The Clan of the Wolf.

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* ProudWarriorRace: The Clan of the Wolf.Wolf (offensive reavers) and the Clan of the Bear (territorial guardians).



* SavageWolves: Dire wolves are some of the local wildlife you have to deal with.

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* SavageWolves: Dire wolves are some of the local wildlife you have to deal with. Up to six can stalk in a single area, and they will invade your territory whenever hunger takes them. Two warriors will be able to handle three wolves in most cases, but one wolf will be able to devour a villager if they can isolate one. They'll also cause alarm, wound people and hamper productivity.
* SnowMeansDeath: Winter represents a time when it becomes too cold to fight or work effectively, putting invasion plans on hold and forcing people to survive on their stockpiles of food and firewood. Should either run out, disaster will strike. Blizzards are even worse - temperatures plummet further, nearly everybody's jobs become twice as hard, and freezing winds wrap around every building forcing even more firewood to be burned just to stay tolerable.



* TheUndead: Parts of Northgard are infested by Draugar, who spawn from ancient tombs.


* '''Fenrir''': The Clan of the Wolf is an aggressive and heavily militaristic clan that gains several bonuses to their military capabilities.
* '''Eikthyrnir''': The Clan of the Stag is an expansionist clan focused on rapidly claiming new lands and garnering fame.
* '''Heidrun''': The Clan of the Goat is more focused on infrastructure and resource development.
* '''Huginn and Muninn:''' The Clan of the Raven is focused on trade, earning money and launching raids.
* '''Bjarki:''' The Clan of the Bear is a survivalist clan, skilled at enduring the harsh winters.
* '''Slidrugtanni:''' The Clan of the Boar aims for wisdom, with bonuses to how easily they learn new lore.

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* '''Fenrir''': The Warfare and conquest is the cornerstone of the Clan of the Wolf is an aggressive - they can raise up large warbands full of fierce warriors. Their iron stomachs can tolerate the rank meat of wolves and heavily militaristic clan that gains several bonuses to their military capabilities.
bears, and some of them can fly into a battle rage. Some say the Wolves are violent savages, but who cares what softer clans say when all words fall silent before the thud of an axe?
* '''Eikthyrnir''': The Providence and prosperity is the name of the game for the Clan of the Stag is an expansionist clan focused on rapidly claiming Stag. Every youth grows up hearing the fantastic stories of their forebears, and dreams of having a fable of their own one day, whether it be from hunting the wyverns to challenging the Jotnar. They are regal and proud, and go to Northgard with the blessing of their parents, well-equipped to carve a new lands kingdom and garnering fame.
their own destiny.
* '''Heidrun''': The Food is the heart of any society and nobody handles it better than the Clan of the Goat is more focused on infrastructure Goat. Did you know a sheep's stomach stuffed with offal and resource development.
barley can make a fine meal? Practical and hardy, even the most frigid wasteland will become a land of mead and honey once Heidrun hands start working it. Some say they are valourless homebodies, but they are a tight-knit family who survived when others did not, and surely nothing can stop them once they hit charging speed.
* '''Huginn and Muninn:''' The Clan of the Raven is focused on trade, earning money are a cunning and launching raids.
shady lot. They share their coin prudently and information even moreso. And while the Ravens prefer peace, they have some dirty tricks in store for when things come to blows. Some call them schemers and backstabbers, but why refuse advantages or opportunities in a land as unforgiving as Northgard? The Ravens are here to win, and winning brushes away any perceived dishonour.
* '''Bjarki:''' The Clan of the Bear is a survivalist clan, skilled at enduring clan of resilient survivalists from the harsh winters.
far north. No invader or peril fazes the Bears. They are protective and territorial, and they never give up anything once they've taken it through peaceful means or force of arms. Not even the biting cold stop them - when others flee inside at the first falling flake, Bjarki rush out to celebrate with snowball fights and sculpted snow-bears.
* '''Slidrugtanni:''' The Some mock the Clan of the Boar aims for wisdom, with bonuses as primitives, but what do the clans of gold and lies really know? The Boars know the spirits and animals are the only allies worth keeping. Who needs soulless coins and civilised comforts when real treasures lie out there waiting to how easily be unearthed? The knowledge of the ancients is whispered in the wind-blown leaves, but only the Boars care to listen. How can they learn new lore.
lose when Northgard itself is seemingly their partner?



* ACommanderIsYou:
** ''Fenrir'': Spammer/Brute/Anti-Turtle. With huge offensive bonuses, Fenrir is a clan that thrives when constantly at war, as long as the was doesn't come to their turf. They can gain gold from fallen humanoids and food from predators, they gain a damage bonus fighting outside their territory, and they are faster at taking down and conquering enemy territory. But Fenrir does not fare as well on the defensive, so you must keep the momentum going.
** ''Eikthyrnir'': Balanced/Generalist/Economist. Eikthyrnir is a clan that starts out weak, especially militarily, but can expand very quickly and it's likely all over if they are given room to grow out their antlers. They have a unique Hall of Skalds building (replaces the Brewery and produces more Fame), start with more supplies to kickstart the colony, and extra food production and Happiness.
** ''Heidrun'': Spammer/Generalist/Industrial. Distinct from Eikthyrnir, Heidrun is a clan that builds tall and runs dense but efficient settlements. They start with a sheep immediately and have reduced food consumption, gain extra production and defence from Feasts, and gain two free tool upgrades to help workers and an extra space for all upgraded production buildings. Just keep in mind they need a lot of resources particularly plenty of stone to access their best upgrades.
** ''Fuginn and Muninn'': Balanced/Guerilla/Diplomat. The Raven Clan is an unorthodox one but they have a lot of interesting strategic possibilities. They have a unique Harbour building (replace the Longship Dock and gives extra Happiness), doubled scouting and exploration speed, the chance to reveal coastal tiles for a pittance, increased trade income, and the ability to hire mercenaries for amphibious sneak-attacks. However Fuginn and Muninn's powers are highly situational - they excel at trade but need friendly clans or a Jotnarr/Kobold presence to trade with, their armies are strong but only when you are rich which incentivises you to not spend, and the only reliable strengths of the clan are expansion and scouting.
** ''Bjarki'': Elitist/Brute/Turtle. Bjarki is like Fenrir a clan suited to war, but unlike Fenrir they take a more defensive and quality-over-quantity approach. They have not one but two heroes (!), reduced penalties during the winter months, improved fishermen huts, warriors who gain increased toughness and healing in winter, and chances to gain Happiness and Fame from war. Bjarki's weakness is that while winter is a great time for them, they have few abilities that benefit them in the summer months.
** ''Sildrugtanni'': Spammer/Gimmick/Research. Sildrugtanni is a clan that plays very unconventionally, sprawling across the land and hunting for opportunities to gain Lore while eschewing working with clans in favour of more inhuman allies. They gain population from territory and significant bonuses from unupgraded buildings, so investing in infrastructure is rarely necessary. Attack frequency from Neutral populations (wild animals, Druagr and Valkyries) is all but eliminated and trade with Neutral factions becomes possible, albeit at the cost of handicapping the economy's normal growth. Like Raven Clan, these bonuses are situational and if there are no Neutral factions left then Sildrugtanni can be in trouble.



* PlanetOfHats: Each Clan represents a different aspect of the stereotypical Norseman:
** Clan Fenrir: Hunters, reavers and slayers of man and beast. They are fiercely independent and aggressive, no strangers to bloodshed and battle. These are a people who can fend for themselves.
** Clan Eikthyrnir: Skalds, poets, adventurers. They are honourable, regal and accomplished, and sure they might be braggarts but they have a lot to brag about!
** Clan Heidrun: Gatherers, shepherds and cooks. Food is the heart of the clan, and they can find it nearly anywhere. They are practical and hardy, and once they hit charging speed they become very hard to stop.
** Clan Fuginn and Muninn: Sailors, merchants and spies. They gather shinies and knowledge with equal speed and ease, and they can leverage their power over other clans in unorthodox ways.
** Clan Bjarki: Warriors, fishermen and winter-worshippers. Bjarki is fazed by nothing, not even the most bitter cold. They are territorial and indomitable when riled.
** Clan Sildrugtanni: Wildmen, druids and seers. They reject the comforts of civilisation in favour of the natural world around them. Some call them primitive and boorish, but no-one else can unearth the world secrets like them.

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* PlanetOfHats: Each Clan represents a different aspect of the stereotypical Norseman:
** Clan Fenrir: Hunters, reavers and slayers of man and beast. They are fiercely independent and aggressive, no strangers to bloodshed and battle. These are a people who can fend for themselves.
** Clan Eikthyrnir: Skalds, poets, adventurers. They are honourable, regal and accomplished, and sure they might be braggarts but they have a lot to brag about!
** Clan Heidrun: Gatherers, shepherds and cooks. Food is the heart of the clan, and they can find it nearly anywhere. They are practical and hardy, and once they hit charging speed they become very hard to stop.
** Clan Fuginn and Muninn: Sailors, merchants and spies. They gather shinies and knowledge with equal speed and ease, and they can leverage their power over other clans in unorthodox ways.
** Clan Bjarki: Warriors, fishermen and winter-worshippers. Bjarki is fazed by nothing, not even the most bitter cold. They are territorial and indomitable when riled.
** Clan Sildrugtanni: Wildmen, druids and seers. They reject the comforts of civilisation in favour of the natural world around them. Some call them primitive and boorish, but no-one else can unearth the world secrets like them.


** You can never have more than one Warchief, Berserker and Bláinn (giant), respectively.
* BearsAreBadNews: Some areas are home to Brown Bears. Unlike wolves, they are always alone and they will never attack your territory, but it takes quite a few warriors to take one out.

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** You can never have more than one Warchief, Warchief (except for one cl, Berserker and Bláinn (giant), respectively.
* BearsAreBadNews: Some areas are home to Brown Bears. Unlike wolves, they are always alone most of the time and they will never attack your territory, but it takes quite a few warriors to take one out.



* CycleOfHurting: This can happen when the clan incurs various efficiency penalties due to being wounded, sick or unhappy at the same time, not to mention that being wounded and/or sick can lead to unhappiness in the first place.

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* CycleOfHurting: This can happen when the clan incurs various efficiency penalties due to shortage of food, being wounded, sick or unhappy at the same time, not to mention that being wounded and/or sick can lead to unhappiness in the first place.



* RandomNumberGod: The Yggdrasil map victory condition is this, as you need to find enough natural food sources to build (and then upgrade) 3 food silos in order to have enough food to colonise Yggdrasil.

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* RandomNumberGod: The Yggdrasil map victory condition for Clan Heidrun's Conquest mode is this, as you need to find enough natural food sources to build (and then upgrade) 3 food silos in order to have enough food to colonise Yggdrasil.

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* RandomNumberGod: The Yggdrasil map victory condition is this, as you need to find enough natural food sources to build (and then upgrade) 3 food silos in order to have enough food to colonise Yggdrasil.


* ''Conquest'': A series of missions which has no overarching story, but completing each mission allows the player to add a bonus for subsequent missions.

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* ''Conquest'': A series of missions which has no overarching story, but completing each mission allows the player to add a one bonus for subsequent missions.missions. To add strategic depth, there are 3 choices for each bonus (except for "major" missions represented by a larger disc, where the bonus is pre-determined).


* CycleOfHurting: This can happen when the clan incurs various efficiency penalties due to being wounded, sick or unhappy at the same time.

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* CycleOfHurting: This can happen when the clan incurs various efficiency penalties due to being wounded, sick or unhappy at the same time.time, not to mention that being wounded and/or sick can lead to unhappiness in the first place.

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*CycleOfHurting: This can happen when the clan incurs various efficiency penalties due to being wounded, sick or unhappy at the same time.


* WorkerUnit: The standard Villagers can be assigned to construct buildings and will otherwise gather food. At any available building, they can be converted to a different type of worker, which then proceeds to gather a different resource; Miners will gather iron or stone, Woodcutters will gather wood, Merchants will earn Kröwns, Loremasters discover new lore, Brewers increase your happiness, etc. Your Villagers can also be turned into Scouts and discover new areas of the map or Warrior units that will fight for you. Converting workers and military units back to Villagers means sending them to a house.

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* WorkerUnit: The standard Villagers can be assigned to construct buildings and will otherwise gather food. At any available building, they can be converted to a different type of worker, which then proceeds to gather a different resource; Miners will gather iron or stone, Woodcutters will gather wood, Merchants will earn Kröwns, Loremasters discover new lore, Brewers increase your happiness, etc. Your Villagers can also be turned into Scouts and discover new areas of the map or Warrior units that will fight for you. Converting workers and military units back to Villagers means sending them to the Town Hall or a house.


After roughly a year in early access, the game was released on March 9, 2018. The game also has a Story mode, where the player (eventually) play as or encounters each of the six original clans. The Conquest mode is a series of missions which has no overarching story, but completing each mission allows the player to add a bonus for subsequent missions.

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After roughly a year in early access, the game was released on March 9, 2018. The Besides the usual single-player skirmish and multiplayer, the game also has a Story mode, where the two other modes:
*''Story'': The
player (eventually) play as or encounters each of the six original clans. The Conquest mode is a clans.
*''Conquest'': A
series of missions which has no overarching story, but completing each mission allows the player to add a bonus for subsequent missions.


After roughly a year in early access, the game was released on March 9, 2018. The game also has a Story mode, where the player (eventually) play as or encounters each of the six original clans.

to:

After roughly a year in early access, the game was released on March 9, 2018. The game also has a Story mode, where the player (eventually) play as or encounters each of the six original clans. The Conquest mode is a series of missions which has no overarching story, but completing each mission allows the player to add a bonus for subsequent missions.


''Northgard'' is a city-building and RTS game developed by Shiro Games, in which you take the on the role of a Viking clan leader, who, after years of tireless explorations, has discovered a new land filled with mystery, danger and riches: Northgard. There are currently ten clans to choose from:

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''Northgard'' is a city-building and RTS game developed by Shiro Games, in which you take the on the role of a Viking clan leader, who, after years of tireless explorations, has discovered a new land filled with mystery, danger and riches: Northgard. There are currently ten eleven clans to choose from:



Four clans are [=DLC=].

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Four Five clans are [=DLC=].




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*'''Himminbrjotir:''' The Clan of the Ox is led by Torfin, an ancient leader who returned to help his progeny; the clan is known for its tremendous might and unrelenting devotion to its ancestors.


** The maximum amount of people in your clan depends on the amount of houses you've built. Additionally, your clan stops growing if they aren't kept happy.

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** The maximum amount of people in your clan depends on the amount of houses you've built.built (and upgraded). Additionally, your clan stops growing if they aren't kept happy.



* EasyLogistics: Played with. While tiles with certain characteristics never lose them (e.g. deer never runs out, fertile lands never become infertile...), all units only heal in controlled territory, not in neutral or enemy territory. This means that as one clan displaces tiles controlled by another, said clan's "supply lines" become longer (unless the displaced tile is colonized and becomes allied territory), while the other clan's lines become shorter.

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* EasyLogistics: Played with. While tiles with certain characteristics never lose them (e.g. deer never runs out, fertile lands never become infertile...), all units only heal in controlled territory, not in neutral or enemy territory. This means that as one clan displaces tiles controlled by another, said clan's "supply lines" become longer (unless the displaced tile is colonized and becomes allied territory), while the other clan's lines become shorter. Also, Iron and Stone deposits ''will'' run out.

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