Ahriman
Tyrant
Dwarves!
*EDIT* Updated to reflect new combat system.
Design features: hills affinity, magic resistant, strong melee units, slow units, strong vs other melee units, good crossbows but no other archers, great siege units, no cavalry, no spearmen (vulnerable to cavalry), no magic, rune/armor promotions, technology affinity.
Also some religious benefits, especially around gold production, but weak religion overall.
All living units start with the magic resistance promotion.
Dwarf promotion: +10% hills strength (not double move in hills), double bonus from fortification (like defensive promotion in FFH), 25% poison resistance.
Dwarven population building (present in all dwarf cities):
-10% milproduction (dwarf units are very expensive, but are superior warriors), +5% gold income.
Standard units (UU art only):
Warrior
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Ironclad
UUs:
Warrior warband. (replaces axeman warband). Same as axeman warband, but +10% vs shock cavalry units.
Placeholder art: Soldier of Kilmorph from FFH.
Hammer cost: 60
Grudge thrower (replaces catapult) Strength 6/2.
Placeholder art: Trebuchet.
Longbeard regiment (replaces militia swordsman): Same as militia swordsmen but +10% vs shock cavalry units.
Placeholder art: Maros (hero from FFH).
(No militia spearmen unit; main melee units are hybrid).
Quarreler regiment (replaces crossbowmen). Same as crossbowmen.
Placeholder art: Artendain (hero from FFH).
Hammerer Guard (replaces royal guard), same as royal guard, but +15% city defense.
Placeholder art: Bambur (hero from FFH)
Ironbreaker regiment (replaces pikemen) Strength 6, can use metal weapons, +50% vs melee units, +25% vs shock cavalry
Placeholder art: http://forums.civfanatics.com/showthread.php?t=272965
Or http://forums.civfanatics.com/attachment.php?attachmentid=170676&d=1204831352
From http://forums.civfanatics.com/showthread.php?t=266415
Mining party (replaces worker) 2 moves, strength 0/3 double moves in hills, can build improvements, +20% work rate.
Militia Quarreler Regiment (replaces militia archers). Same as militia archers, but -1 defense strength, +25% vs melee units.
Trollslayer Warband (replaces troll). Strength 6/4, can use metal weapons. 1 move. +25% vs beast units
Upgrades to Giantslayer.
Placeholder art: Berserker.
Hammer cost: 120
Giantslayer Warband (replaces giant). Strength 9/7, can use metal weapons. 1 move. +25% vs beast units.
Upgrades to Daemonslayer
Hammer cost: 170
Daemonslayer Warband National unit (limit 3) requires Monster bonding. 1 move.
Strength 11/8 can use metal weapons. +25% vs beasts, +25% vs demons.
Hammer cost: 220
Dwarven Hunter troop
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
+50% vs animals.
+50% vs beasts.
+20% hill strength.
Hammer cost: 50.
Dwarven Ranger troop
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can see invisible units
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
Can move through impassable terrain.
+50% vs animals.
+50% vs beasts.
+20% hill terrain strength.
Hammer cost: 140.
Dwarf Cannon (replaces cannon). Same as regular cannon, but requires Invention tech and Alchemy tech, instead of cannons tech. (ie comes earlier in tech tree).
Placeholder art: Khazad dwarf cannon from FFH.
Thunderers (replaces Handgunners). Same as Handgunners, but +1 first strike.
Hammer cost: 90 hammers.
Flame cannon. National UU (limit 3). Requires: Cannons tech. Cannot bombard city. Cannot bombard units as catapult. Causes collateral damage. Strength 9/4, +25% vs melee units.
Hammer cost: Same as cannon.
Organ gun. National UU(limit 3). Requires: Cannons tech, steam power tech. Siege unit. Cannot bombard. 1-2 first strikes. 1 move. Strength 9. Cannot use metal weapons. Does get bonuses from defensive terrain, and fortification, but not from city defences.
Uses Machinegun AI.
Hammer cost: same as cannon.
No access to chariot, war chariot (remove the ram chariot and war chariot).
Death roller (as currently implemented).
Runesmith.
National UU (limit 5)
Requires: priesthood tech, metal casting tech.
Divine unit.
Upgrades to: Runelord.
Strength: 4. 1 move. Can use bronze/iron/steel/meteoric iron weapons.
Starts with: medic 1 promotion.
Can cast: repair. Instantly heals all siege units in the stack by 10% of their total strength.
Can cast: Imbue with runes. Can only be cast in a city. Adds one of a list of various rune promotions (at random) to all dwarven units in the stack that do not already have the Runed promotion, and then adds the Runed promotion. (Runed promotion is just a placeholder like mutation, to mark a unit as having already received a rune).
RuneLord
National UU (limit 3)
Requires: fanaticism tech, advanced smithing tech.
Divine unit.
Strength 6, can use metals weapons.
Starts with medic 1 promotion, medic 2 promotion.
Starts with: Anvil of Doom promotion (allows the unit to cast offensive elemental rune spells).
Can cast: repair.
can cast: Imbue with runes.
Gyrocoptor. Requires flight. National unit (limit 5), requires flight. Strength 7. Functions as bomber (instead of helicopter): Collateral damage, can bombard units, can bombard city defences 10%, can be intercepted. Range 8.
Nautilus. (submarine unit).
Requires: steam power tech, cannons tech.
Hidden. Cannot enter ocean. Strength 7/4. 3 moves. Marksman promotion (targets weakest unit in stack).
No bombardment ability, no cargo slots.
UB:
Runeforge (replaces weaponsmith) Requires Runesmithing tech.
+10% milprod.
Increase city maintenance costs 10%.
All units produced in this city gain the Runearmor promotion: +5% strength, +10% resistance to holy, unholy, fire, lightning, magic, death.
Visting units do NOT get a rune.
Also:
All living units produced in (or visiting) the city gain the Gromril Armor promotion if the city has access to meteoric iron.
Dwarven forge (replaces forge):
+10% hammers, +10% hammers with copper, +10% hammers with iron, +10% hammers with coal.
+5% gold with Gold, +5% gold with silver.
No access to: Archer warband, Longbowmen, Spearman warband, Militia spearmen, Ancient cavalry, light cavalry, knights, cavalry, hired assassin, chariot, war chariot, red dragon, ship of the line.
* * * *
Redo how meteoric iron works, in general.
Some factions have no meteoric iron (orks, goblins, etc.)
Some factions have “normal” meteoric iron (Empire, Cathay, Nippon, etc.)
Some factions have “special” meteoric iron. (Dark Elves, High Elves, Dwarves, chaos races).
For normal races, all living units (or restrict this further to particular types, eg to melee and mounted units only) built in or visiting a city with a weaponsmith gain the Meteoric Iron promotion.
For special races, each has a UB weaponsmith, that instead of the standard meteoric iron promotion gives the unit a special race-specific armor. Some races are better at armor than others (dwarves have the best).
Meteoric iron: gives +10% strength.
Gromrilarmor: gives additional +1 strength.
Admantite armor: +10% strength, +1 first strike.
Ithrilmar (sp?) armor: +10% strength, +1 first strike.
Daemonarmor: +1 strength (but limited to chaos knights, knights of khorne, chaos warriors only)
*EDIT* Updated to reflect new combat system.
Design features: hills affinity, magic resistant, strong melee units, slow units, strong vs other melee units, good crossbows but no other archers, great siege units, no cavalry, no spearmen (vulnerable to cavalry), no magic, rune/armor promotions, technology affinity.
Also some religious benefits, especially around gold production, but weak religion overall.
All living units start with the magic resistance promotion.
Dwarf promotion: +10% hills strength (not double move in hills), double bonus from fortification (like defensive promotion in FFH), 25% poison resistance.
Dwarven population building (present in all dwarf cities):
-10% milproduction (dwarf units are very expensive, but are superior warriors), +5% gold income.
Standard units (UU art only):
Warrior
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Ironclad
UUs:
Warrior warband. (replaces axeman warband). Same as axeman warband, but +10% vs shock cavalry units.
Placeholder art: Soldier of Kilmorph from FFH.
Hammer cost: 60
Grudge thrower (replaces catapult) Strength 6/2.
Placeholder art: Trebuchet.
Longbeard regiment (replaces militia swordsman): Same as militia swordsmen but +10% vs shock cavalry units.
Placeholder art: Maros (hero from FFH).
(No militia spearmen unit; main melee units are hybrid).
Quarreler regiment (replaces crossbowmen). Same as crossbowmen.
Placeholder art: Artendain (hero from FFH).
Hammerer Guard (replaces royal guard), same as royal guard, but +15% city defense.
Placeholder art: Bambur (hero from FFH)
Ironbreaker regiment (replaces pikemen) Strength 6, can use metal weapons, +50% vs melee units, +25% vs shock cavalry
Placeholder art: http://forums.civfanatics.com/showthread.php?t=272965
Or http://forums.civfanatics.com/attachment.php?attachmentid=170676&d=1204831352
From http://forums.civfanatics.com/showthread.php?t=266415
Mining party (replaces worker) 2 moves, strength 0/3 double moves in hills, can build improvements, +20% work rate.
Militia Quarreler Regiment (replaces militia archers). Same as militia archers, but -1 defense strength, +25% vs melee units.
Trollslayer Warband (replaces troll). Strength 6/4, can use metal weapons. 1 move. +25% vs beast units
Upgrades to Giantslayer.
Placeholder art: Berserker.
Hammer cost: 120
Giantslayer Warband (replaces giant). Strength 9/7, can use metal weapons. 1 move. +25% vs beast units.
Upgrades to Daemonslayer
Hammer cost: 170
Daemonslayer Warband National unit (limit 3) requires Monster bonding. 1 move.
Strength 11/8 can use metal weapons. +25% vs beasts, +25% vs demons.
Hammer cost: 220
Dwarven Hunter troop
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
+50% vs animals.
+50% vs beasts.
+20% hill strength.
Hammer cost: 50.
Dwarven Ranger troop
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can see invisible units
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
Can move through impassable terrain.
+50% vs animals.
+50% vs beasts.
+20% hill terrain strength.
Hammer cost: 140.
Dwarf Cannon (replaces cannon). Same as regular cannon, but requires Invention tech and Alchemy tech, instead of cannons tech. (ie comes earlier in tech tree).
Placeholder art: Khazad dwarf cannon from FFH.
Thunderers (replaces Handgunners). Same as Handgunners, but +1 first strike.
Hammer cost: 90 hammers.
Flame cannon. National UU (limit 3). Requires: Cannons tech. Cannot bombard city. Cannot bombard units as catapult. Causes collateral damage. Strength 9/4, +25% vs melee units.
Hammer cost: Same as cannon.
Organ gun. National UU(limit 3). Requires: Cannons tech, steam power tech. Siege unit. Cannot bombard. 1-2 first strikes. 1 move. Strength 9. Cannot use metal weapons. Does get bonuses from defensive terrain, and fortification, but not from city defences.
Uses Machinegun AI.
Hammer cost: same as cannon.
No access to chariot, war chariot (remove the ram chariot and war chariot).
Death roller (as currently implemented).
Runesmith.
National UU (limit 5)
Requires: priesthood tech, metal casting tech.
Divine unit.
Upgrades to: Runelord.
Strength: 4. 1 move. Can use bronze/iron/steel/meteoric iron weapons.
Starts with: medic 1 promotion.
Can cast: repair. Instantly heals all siege units in the stack by 10% of their total strength.
Can cast: Imbue with runes. Can only be cast in a city. Adds one of a list of various rune promotions (at random) to all dwarven units in the stack that do not already have the Runed promotion, and then adds the Runed promotion. (Runed promotion is just a placeholder like mutation, to mark a unit as having already received a rune).
RuneLord
National UU (limit 3)
Requires: fanaticism tech, advanced smithing tech.
Divine unit.
Strength 6, can use metals weapons.
Starts with medic 1 promotion, medic 2 promotion.
Starts with: Anvil of Doom promotion (allows the unit to cast offensive elemental rune spells).
Can cast: repair.
can cast: Imbue with runes.
Gyrocoptor. Requires flight. National unit (limit 5), requires flight. Strength 7. Functions as bomber (instead of helicopter): Collateral damage, can bombard units, can bombard city defences 10%, can be intercepted. Range 8.
Nautilus. (submarine unit).
Requires: steam power tech, cannons tech.
Hidden. Cannot enter ocean. Strength 7/4. 3 moves. Marksman promotion (targets weakest unit in stack).
No bombardment ability, no cargo slots.
UB:
Runeforge (replaces weaponsmith) Requires Runesmithing tech.
+10% milprod.
Increase city maintenance costs 10%.
All units produced in this city gain the Runearmor promotion: +5% strength, +10% resistance to holy, unholy, fire, lightning, magic, death.
Visting units do NOT get a rune.
Also:
All living units produced in (or visiting) the city gain the Gromril Armor promotion if the city has access to meteoric iron.
Dwarven forge (replaces forge):
+10% hammers, +10% hammers with copper, +10% hammers with iron, +10% hammers with coal.
+5% gold with Gold, +5% gold with silver.
No access to: Archer warband, Longbowmen, Spearman warband, Militia spearmen, Ancient cavalry, light cavalry, knights, cavalry, hired assassin, chariot, war chariot, red dragon, ship of the line.
* * * *
Redo how meteoric iron works, in general.
Some factions have no meteoric iron (orks, goblins, etc.)
Some factions have “normal” meteoric iron (Empire, Cathay, Nippon, etc.)
Some factions have “special” meteoric iron. (Dark Elves, High Elves, Dwarves, chaos races).
For normal races, all living units (or restrict this further to particular types, eg to melee and mounted units only) built in or visiting a city with a weaponsmith gain the Meteoric Iron promotion.
For special races, each has a UB weaponsmith, that instead of the standard meteoric iron promotion gives the unit a special race-specific armor. Some races are better at armor than others (dwarves have the best).
Meteoric iron: gives +10% strength.
Gromrilarmor: gives additional +1 strength.
Admantite armor: +10% strength, +1 first strike.
Ithrilmar (sp?) armor: +10% strength, +1 first strike.
Daemonarmor: +1 strength (but limited to chaos knights, knights of khorne, chaos warriors only)