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FoE Viking Settlement: Intro & Strategy

The Viking Settlement is the first cultural settlement in Forge of Empires. Its defining trait is paradoxically its absence: there's no trader, no mini-game, no special mechanic to speed up a run. That makes it easy to understand – you play through it with the basic mechanics: space constraints, coin scarcity, roads and obstacles. The settlement unlocks with the Iron Age technology "Plowing". You start on a 2×2 grid around the embassy with 6,400 copper coins as starting capital.


Overview

FeatureValue
Playthroughs15 (main building max) + Ascended from 16
GoodsAxes, Mead, Horns, Wool
BottleneckCopper coins – limits production
RoadsYes – cost 200 coins per tile

Roads are a critical planning factor: due to their cost, demolition should be avoided during rebuilds (loss of 200 coins per road). Residential buildings still provide population without a road connection, just no coins in that case. Goods and diplomacy buildings require a road connection to the embassy to produce – merely touching the embassy without a road is not enough.


Buildings & Production

Residential buildings (copper coins + population)

BuildingSizeProductionPopulationPopulation/Area
Shack2×2108 / 5h164
Hut3×3449 / 10h596.6
Clan House3×51,666 / 20h17211.5

Residential buildings provide population and coins – but the coin output is low relative to the space they take up (Shack: ~22/h) compared to diplomacy buildings (Shrine 113/h). That's why it often makes sense to place residential buildings without a road connection on the edge, since their coin production is negligible. If a residential building happens to have a road connection, that's fine – but it's not worth making trade-offs elsewhere for it. Once you've unlocked the Shrine, only place as many residential buildings as you actually need for population.

Goods buildings

BuildingSizeProduces
Axe Smith3×3Axes
Mead Brewery3×4Mead
Beast Hunter3×3Horns
Wool Farm5×3Wool

All goods buildings have identical production values – only the good differs:

Production51020
Cost (coins)1,0002,0004,000
Duration5h10h20h

Diplomacy buildings (coins + diplomacy)

BuildingSizeDiplomacy5 min15 min1h5h10h20h
Runestone1×16––––––
Shrine2×2241638113300449898
Clan Totem1×224––––––
Market3×310841982947841,1752,350
Old Pasture3×2108––––––
Mead Hall5×3270912176491,7292,5935,186

From the 10h cycle onwards, coins per hour drop dramatically (Shrine: only ~45/h). In practice: prefer the 1h and 5h cycles, use 10h overnight.

Coins per hour comparison:

Building1h cycleSpaceCoins/Area
Shack21.6/h2×25.4
Shrine113/h2×228.25
Market294/h3×332.7
Mead Hall649/h5×343.3

Expansions

SectorAxesMeadHornsWool
11111
25111
312111
421511
5321211
6412151
74832121
85541215
962483212
1069554121

Tip: Always use the good with the lowest quantity in the table for expansions (e.g. 1 mead instead of 12 axes) – production time per good is the same, you just need fewer units. In practice 8 expansions are enough.


Optimal flow

Phase 1: Starting layout

Starting layout
Viking starting layout: Yellow = Embassy, Green = Shacks, Red = Axe Smith
  • 6 Shacks + 2 Axe Smiths on the 8×8 grid
  • 4 roads (200 coins each) connect the embassy to the axe smiths and all residential buildings
  • Start costs: 4 × 200 (roads) = 800, production cost 2 × 1,000 (5h axe smith production) = 2,000
  • Remaining after start: 3,600 coins + ongoing shack production

Phase 2: First production & decision

  • Start 2×5h in both axe smiths → harvest (coins + axes)
  • The remaining coins + shack re-production are enough for a second round of 2×5h

Decision tree after first harvest:

ResultAction
4X bonus hit (≥20 axes)Keep both axe smiths, buy expansions, unlock and place shrines
No 4X + still have timeRun another 2×5h → harvest → then buy 2 expansions, unlock shrines, rebuild and place shrines, run 1 axe smith on 10h for the night
No 4X + no time leftSell 1 axe smith, unlock shrines, continue with only 1 axe smith + 2 shrines
Second rebuild
Viking 2nd rebuild: Yellow = Embassy, Green = Shacks, Red = Axe Smith

Phase 3: Early phase

  • Unlock the mead brewery
  • Buy 2 expansions with mead
  • Replace shacks with huts as soon as they become available
  • Choose expansions with better-placed obstacles if possible

Phase 4: Mid phase (day 2–4)

  • Unlock the Beast Hunter → now 3 goods buildings at once
  • Buy 2 expansions with horns

Phase 5: Late phase (day 4+)

  • Replace shrines with markets
  • Replace huts with clan houses
  • Wool Farm + final expansion(s) → 5th goods building
  • The rest runs relatively relaxed – balance production, complete quests

Production logic

Only produce the goods needed for the next unlock / quest / expansion. Each new unlock gives you more efficient buildings. Getting to new goods quickly brings new expansions – more space = more production.

The number of simultaneously usable goods buildings depends on coin production (coins are the bottleneck). Normal progression: 2 → 3 → 4 → 5 goods buildings over the course of the settlement.

TimingGoods buildingsTrigger
Start2–
First mead expansion3Mead brewery built
Markets unlocked4Beast Hunter + space freed by markets
Wool + final expansion5Wool Farm built

TL;DR: 2 expansions with axes → 2 with mead → 2–4 with horns → 1 with wool. Target is 5 goods buildings at the end. Logging in three times a day (morning / noon / evening) is enough for an active run.


Rewards

PlaythroughReward
1Yggdrasil – Level 1
2Emissary Harald Hardrada + Slot
3Yggdrasil Upgrade Kit
4Emissary Erik the Red
5Yggdrasil Upgrade Kit
6Yggdrasil Upgrade Kit
7Emissary Leif Erikson + Slot
8Yggdrasil Upgrade Kit
9Yggdrasil Upgrade Kit
10Yggdrasil Upgrade Kit
11Emissary Freydís Eiríksdóttir
12Yggdrasil Upgrade Kit
13Emissary Gudrid Thorbjarnardóttir + Slot
14Emissary Aud the Deep-Minded
15Yggdrasil Upgrade Kit (Level 9, max)
∞Ascended Yggdrasil Upgrade Kit

Emissaries & Slots

The settlement unlocks 6 emissaries and 3 emissary slots. The slots are located in your capital's Town Hall.

EmissaryDaily Bonus
Harald Hardrada16 FP
Erik the Red70 goods of your current age
Leif Erikson100 goods of your previous age
Freydís Eiríksdóttir80 goods of your current age
Gudrid Thorbjarnardóttir13 units of your current age
Aud the Deep-Minded100 goods of your previous age

Greater Runestone (secondary building)

5 levels, fragments only if you finish within the time limits:

RankDeadline
Gold≤ 16 days
Silver≤ 19 days
Bronze≤ 22 days

Bonus per level: +2% attack, coins, medals, goods, FP. Barely relevant nowadays – the bonus is small and doesn't force you into a time window.

Yggdrasil (main building)

9 levels plus an "Ascended" level (orange). This lasts only 28 days, after which the building falls back to the normal max level. Unlocked by one more playthrough after reaching level 9 – that's the "∞" entry in the table above.


Tips for a smooth run

  • Coins are the bottleneck. The shorter the production cycle, the more coins per hour – a 1h production is ideal but you need to have the time for it. From 10h onwards it drops sharply.
  • Maximize the x4 chance: If possible, run two 5h cycles instead of one 10h production. The x4 chance is independent per cycle – more cycles = higher hit rate.
  • Only produce as much as needed – but look ahead. If the next building only needs a few goods, produce them along with your current batch. It's a waste of time to build and demolish a goods building just for that.
  • Place residential buildings on the edge. They don't need a road connection and still provide population. This keeps space free for production. The relative coin output of residential buildings (~22/h) vs. shrine (113/h) or market (294/h) is too low.
  • Diplomacy only as much as needed and short-term. Runestones and clan totems are pure wasted space after all buildings are unlocked – replace them with more productive buildings. Shrines, on the other hand, are your main coin source in the early phase.
  • Choose expansions based on obstacle layout. Rocks and trees block tiles – the arrangement is regenerated on every restart. Pick sectors whose layout fits your plan.
  • Don't hold idle population. It's better to demolish a building than let unused population sit around.
  • Yggdrasil and emissaries you get regardless of duration – the time limits only affect the Runestone fragments.