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Northgard Wiki
383
pages
Explore
Main Page
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Clans
Eikthyrnir
Heidrun
Fenrir
Huginn and Muninn
Bjarki
Slidrugtanni
Sváfnir
Nidhogg
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Lyngbakr
Himminbrjotir
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Villager
Loremaster
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Healer
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Fisherman
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Mender
Thrall
Norn
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Warrior
Shield Bearer
Axe Thrower
Skirmisher
Dragonkin
Warchief
Berserker
Shield Maiden
Signy
Torfin
Kaija, the Armored Bear
Bláinn
Mercenary
Militia
Brok
Eitria
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Draugr
Fallen Valkyrie
Ghost Warrior
Wolf
Brown Bear
Jötunn
Myrkalfar
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Wyvern
Hrimgandr
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House
Scout Camp
Woodcutter's Lodge
Trading Post
Fisherman's Hut
Fields
Hunter's Lodge
Iron Mine
Quarry
Healer's Hut
Longship Dock
Lighthouse
Harbor
Carved Stone
Food Silo
Brewery
Sheepfold
Hall of Skalds
Mender's Hut
Marketplace
Forge
Altar of Kings
Training Camp
Axe Thrower Camp
Shield Bearer Camp
Defense Tower
Sacrificial Pyre
Völund's Forge
Fishery
Hörgr
Carved Statue
Skirmisher Camp
Dragonkin Altar
Tiles
Tile
Fertile Land
Circle of Stones
Forest
Ruins
Shipwreck
Draugr Tombs
Wolves Cave
Geyser
Lake
Swamp
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Deer
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Thor's Wrath
Vedrfolnir
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Relic of the Gods
Wyvern
Yggdrasil
Gates of Helheim
Magma Flow
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Eldhrumnir
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Hlidskjalf
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{{tocright}} Colonizing a [[Area|zone]] (a.k.a. an '''area''' or a '''tile''') allows the clan to exploit its resources and construct buildings on it. Expanding the clan's territory is necessary for victory, as it brings more resources into the clan's economy and allows it to sustain a higher population (and consequently, a bigger army). =Requirements= To colonize a tile, all of the following must be true: * the tile is adjacent to your territory (with one exception, see below) * the tile is [[Scout|explored]] by your or an allied clan * the tile is clear of all hostile creatures such as [[Wolf|wolves]] or [[Brown Bear|bears]] * the tile is neutral, meaning is does not belong to another clan or a [[Enemy_Units#Neutral_factions|neutral faction]] (members of neutral factions count as hostile creatures unless pleased in some way) * you have enough resources to pay the colonization price (typically {{~|Food}}) or have access to certain abilities (see below) Only military units such as {{~|Warrior}}s and {{~|Scout}}s can enter uncolonized areas. {{~|Nidhogg}} is an exception, however, and their [[Civilian Units|civilians]] can leave friendly territory as well. Colonization cost can be reduced roughly by 30% thanks to the {{~|Colonization|l}} lore. =Timer= In most cases the process of expanding or losing territory comes with a countdown timer. When the colonization price has been paid, a '''10-second''' timer is started on an area. Once it finishes, the colonization is complete. If any hostile units enter the tile while the timer is running, one of two things happens: * if your military units occupy the area, they engage in combat; the timer stops and resumes only after all hostiles are eliminated * if you don't have any forces in the tile - because they were ordered to leave, or were killed defending the tile, or weren't there to begin with - the timer turns backwards, and you start losing control at the same rate of 10% per second. Note that kiting enemies doesn't count as "engaged in combat". The timer only stops when the units' attack animation is visible. Timers work a little differently if clans are taking territories from each other (see [[Colonization#Decolonization|Decolonization]] below). =Colonizing Tiles= The price in resources scales according to the number of ''currently'' controlled territories. For example, if you controlled 6 tiles, adding a 7<sup>th</sup> area would cost 200 {{~|Food}}. If you then lost two tiles to enemy clans or hostile environment, you would be down to 4 areas, and adding another tile would then cost only 120 {{~|Food}}. ==Paying with {{~|Food}}== '''Available to every clan from the start.''' {| class="eq_table" style="text-align: center; width: 65%; margin-top: 20px; margin-bottom: 20px;" | Territories || 1<sup>st</sup><br>([[Town Hall]]) || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup> || 10<sup>th</sup> || 11<sup>th</sup> || 12<sup>th</sup> || 13<sup>th</sup> || 14<sup>th</sup> || 15<sup>th</sup> |- |{{~|Food}} needed,<br>base || 0 || 20 || 40 || 80 || 120 || 160 || 200 || 250 || 330 || 430 || 540 || 670 || 800 || 950 || 1100 |- |{{~|Food}} needed,<br>with {{~|Colonization|l}} || 0 || 10 || 30 || 50 || 80 || 110 || 140 || 170 || 240 || 330 || 420 || 530 || 650 || 780 || 920 |} ==Paying with {{~|Kröwns}}== '''Available to {{~|Huginn and Muninn}} from the start.''' {| class="eq_table" style="text-align: center; width: 65%; margin-top: 20px; margin-bottom: 20px;" | Territories || 1<sup>st</sup><br>([[Town Hall]]) || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup> || 10<sup>th</sup> || 11<sup>th</sup> || 12<sup>th</sup> || 13<sup>th</sup> || 14<sup>th</sup> || 15<sup>th</sup> |- |{{~|Kröwns}} needed,<br>base || 0 || 10 || 20 || 40 || 60 || 80 || 100 || 125 || 165 || 215 || 320 || 335 || 400 || 475 || 550 |- |{{~|Kröwns}} needed,<br>with {{~|Colonization|l}} || 0 || 5 || 15 || 25 || 40 || 55 || 70 || 85 || 120 || 165 || 210 || 265 || 325 || 390 || 460 |} The [[Huginn and Muninn|clan of the Raven]] always has the choice between {{~|Food}} and {{~|Kröwns}}. Regardless of the resource used to colonize, both prices will scale accordingly. For example, if you paid 20 {{~|Food}}, then 20 {{~|Kröwns}}, then 80 {{~|Food}} again, that would be 4 territories under your control. The 5<sup>th</sup> one would always cost 120 {{~|Food}} or 60 {{~|Kröwns}} - it wouldn't matter which of the two resources were used previously and how many times. ==Paying with {{~|Lore}}== '''Available to any clan after forging and placing {{~|Jörmunr}}.''' {| class="eq_table" style="text-align: center; width: 65%; margin-top: 20px; margin-bottom: 20px;" | Territories || 1<sup>st</sup><br>([[Town Hall]]) || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup> || 10<sup>th</sup> || 11<sup>th</sup> || 12<sup>th</sup> || 13<sup>th</sup> || 14<sup>th</sup> || 15<sup>th</sup> |- |{{~|Lore}} needed,<br>base || 0 || 10 || 20 || 40 || 60 || 80 || 100 || 125 || 165 || 215 || 320 || 335 || 400 || 475 || 550 |- |{{~|Lore}} needed,<br>with {{~|Colonization|l}} || 0 || 5 || 15 || 25 || 40 || 55 || 70 || 85 || 120 || 165 || 210 || 265 || 325 || 390 || 460 |} Note that installing this relic does not replace the usual {{~|Food}} colonization, but gives an ''option'' to pay with {{~|Lore}} instead, in the same way that [[Huginn and Muninn|Raven clan]] can choose between {{~|Food}} and {{~|Kröwns}}.<br> Areas can be colonized with {{~|Lore}} once every 4 months (4 minutes of real time). ==Dominion== [[File:BerserkerTooltipDominion.png|right|450px]] '''Available to {{~|Fenrir}} after reaching 200 {{~|Fame}}.''' '''Dominion''' is an active ability of the {{~|Berserker}}, the [[Fenrir|Wolf clan]]'s warchief equivalent. To use it, the {{~|Berserker}} must be standing in the area you wish to colonize (the area must still be scouted, adjacent to your territory and clear of hostiles). Select the {{~|Berserker}}, then click the '''Dominion''' icon on the unit's tooltip. This will start the usual 10-second colonization timer. This ability can be used once every year (12 minutes of real time). Reaching 500 {{~|Fame}} reduces the cooldown to half a year (6 minutes). If the ability is already on cooldown when the clan reaches 500 {{~|Fame}}, 6 minutes are subtracted from the cooldown. ==Purification== [[File:ValkyrieTooltipPurify.jpg|right|450px]] '''Available to {{~|Lyngbakr}} after improving the {{~|Valkyrie}}'s tools.''' '''Purify''' is an active ability of the {{~|Valkyrie}}. It can be accessed by consecrating a {{~|Seeress}} for 600 {{~|Wyrd}} and [[Improve Tools|improving the Valkyrie's tools]] (the order is not important). To use it, the {{~|Valkyrie}} must be standing in the area you wish to colonize (normal restrictions apply). Select the {{~|Valkyrie}}, then click the '''Purify''' icon on the unit's tooltip. This kills the Valkyrie. Purification ignores the usual timers of colonizing or decolonizing a tile; it is added to [[Lyngbakr|your clan]]'s territory instantly. This is offset by the facts that '''Road to Valhalla''' (the ability that consecrates a {{~|Seeress}}) is itself on a cooldown, and only one {{~|Valkyrie}} can be controlled at a time. ==Annexation== [[File:RelicTooltipAnnexation.jpg|right|450px]] '''Available to {{~|Eikthyrnir}} after forging and placing {{~|Hlidskjalf}}.''' '''Annexation''' is a passive ability granted to the Stag clan's {{~|Warchief}} once their clan-specific relic, [[Hlidskjalf]], has been placed. It works automatically as long as the warchief is present on the invaded tile when its decolonization is finished. At this point, control is transferred from one clan to another instantly. The warchief doesn't have to be in the area for the whole duration of the decolonization timer, just at the moment it runs out. '''Annexation''' is the only way to colonize areas that are not adjacent to your own. ''However, it only works on areas controlled by other clans.'' Unoccupied zones or zones belonging to [[Enemy_Units#Neutral_factions|neutral factions]] cannot be annexed. Note that, despite being instant, the transfer does not prevent buildings from catching fire (as they normally do after decolonization). = Decolonization = If an area has already been colonized by another clan, it must be decolonized with [[Military_Units|military units]] before anyone can expand on it. Creatures such as [[Wolf|wolves]] or [[Draugr|draugar]] can decolonize just as well as competing clans. As a rule of thumb, in Northgard taking control of tiles from enemies is much slower than restoring control of your own tiles or expanding onto neutral ground. When military units enter an enemy's colonized zone, a '''45-second''' timer is started in that zone. Once it finishes, the zone becomes neutral and can be colonized normally by any other party. * If any defenses are present on a tile, such as military units or {{~|Defense Tower}}s, they engage invaders in combat; the timer stops and resumes only after all defenses are eliminated. * If the attack is repelled (invading forces retreat or fall in battle), the timer turns backwards, and the owner clan restores control at the rate of 10% per second (approximately 4 times faster than decolonization). Decolonization of an area, once finished, will cause any buildings in it to catch fire and take damage over time. Left to burn, all structures in that area will break down in 2.5 minutes (significantly slower than after an [[Disasters|Earthquake]], for example). These buildings can be repaired by any clan that then colonizes the area. This, however, does not allow access to buildings unique to other clans. E.g., the [[Bjarki|Bear clan]] colonizing a zone with the [[Hall of Skalds]] will control the building, but won't be able to assign villagers to it. <!-- Colo prices for food (base): 1270 (16), 1450 (17), 1640 (18), 1840 (19), 2050 (20), 2280 (21), 2510 (22), 2760 (23), 3010 (24), 3280 (25), 3560 (26), 3850 (27) --> [[Category:Mechanics]]
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