[MODULE]: Khazad, the next Generation

Beardy Dan

Warlord
Joined
Aug 4, 2009
Messages
150
A while back I made a module for for Fall Further adding Khazad UU's for Royal guards & Commanders, well they are back and they are not alone!
This started as a simple way for the Khazad to get Courage without detouring to Divination, then the Horseman Graphics on the Royal guard just had to go. The Engineers serve to allow access to the most thematic level 1 spells (plus Flaming Arrows) without ending up with a bunch of useless mana nodes that you cant change.


Feature List:
Spoiler :

Units:

Dwarven Thane - Great Commander UU, Current art.
Starts with: Siege Commander 1, Spirit 1, Law 1, Ale Ration - new spell, gives Drunk promo to all units in stack.​


Forgeguards - Royal Guards UU, Ahwaric's Art, http://forums.civfanatics.com/downloads.php?do=file&id=11429
Melee Unit, Strength 3/7, move 2
Starts with: Heavy, Earth 2, Guardsman, Spirit 2
Can take the 3 City Garrison promotions​

Dwarven Druid
can build Earth nodes.​

Dwarven Engineers Apprentice - Adept UU, Dwarven Adept art
Archery Unit, Strength 2/4, ranged 2/25%, 15% chance of defenseive fire, 10% damage.
Comes at Construction, needs a Siege Workshop.
Can Lead up to 2 units, range 0
Starts with Enchantment 1, Earth 1 & Force 1.
Builds: Roads, Railroads, Earth Node, Fort. Dwarf mine as long as its Khazad controlled.
can take, Command Range 1, Field Medic 1, Battle Commander 1, Siege Commander 1.
Can make Battering Ram at construction, otherwise as per Khazad Battering Ram spell
Guardsman blocked.​

Dwarven Engineer - Mage UU, Dwarven Mage Art.
Archery Unit, Strength 3/5, ranged 4/40%, 25% chance of defenseive fire, 15% damage.
Comes at maths, upgrades from LVL3 aprentice needs a Siege Workshop in city.
Can Lead up to 3 units, range 0
Starts with Enchantment 2, Sun 1 & Water 1
Builds: Roads, Railroads, Earth Node, CASTLE. Dwarf SETTLEMENT as long as its Khazad controlled.
can take, Command Range 1 & 2, Field Medic 1 & 2, Battle Commander 1 & 2, Siege Commander 1 & 2.
Can make Trebuchet, 3 turn delay requires & forest as per Khazad Battering Ram spell
Guardsman blocked.​

Dwarven Master Engineer - Archmage UU, Dwarven Archmage Art.
Archery Unit, Strength 4/6, ranged 6/60%, 35% chance of defenseive fire, 20% damage.
Comes at Construction, upgrades from LVL5 Engineer needs a Siege Workshop in city.
Can Lead up to 4 units, range 0
Builds: Roads, Railroads, Earth Node, CITADEL. Dwarf HALL as long as its Khazad controlled.
Can take, Command Range 1-3, Field Medic 1 & 2, Battle Commander 1-3, Siege Commander 1 & 2 AND Master Artillerist
Can make 2 Trebuchet, 3 turn delay requires & forest as per Khazad Battering Ram spell
Guardsman blocked.​

Promotions:

Field Repair 1&2
same as Field Medic 1&2 but Siege only,
Only available to Khazad,Lurchirp, Dural & Mechanos GC.​

Drunk:
+1 Move, Blitz, 20% collateral, +10% Str, -2 Def.
Lasts one turn, fades to Hung Over.​

Hung Over:
Blocks Drunk,
-1 perception, +1 terrain Move Cost, -50% Strength.
Lasts one turn.​

Improvements:

Dwarven Brewery, Brewery art
Khazad only Improvement.
Can only be built on Corn, Rice & Wheat but does NOT connect them.
Gives an extra 1,0,1 commerce respectively.
Khazad get an extra 2 commerce.
Gives free citizen specialist to nearest Khazad city.​

Coming soon(tm):
Spoiler :

Easy:

New Spells(replace the current ones with more appropriate names & possibly delays):
The New Sun 1 spell, Field goggles? no delay
Scorch, "controlled burn" no delay
Spring, "Reclamation" 3 turn delay.
Sanctify, ?
Turn Undead ?
A way to clear haunted lands, could replace with smoke? need name & which unit gets it.​
Not 100% on the Scorch/spring, may see if the terraforming is doable via improvements.

Tricky:

Get the summoned siege to be commanded by Commander if they have slots free.

Hard:

Brewery Gives ALE resource without converting resource the Brewery is on, not sure if possible.
Pillaging Brewery gives drunk promo
Drunks specialists [party] from Brewery instead of citizens. +1 xp each for melee unit. (not possible currently, may be able to piggy-back gregori)
Brewmaster GP, points from brewery, Tavern, Inn. possibly replace healer? UB replacing Apothecary, allows purchase of "potions". Casts Growth? Regeneration?
Spells that use up Ale, thinking along the lines of forcing "we love the president days" and maybe even golden ages.



Just unzip the file into your NormalModules directory.
 

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Just in case
 
Thanks Valkrionn, first post updated.
 
Fun module, thanks!

Suggestion for upcoming changes... give the engineer line some kind of dispel magic ability, whether you care to call it that or not. Certain game options "predefine the mana on the map" as other than the default stuff which it's your pick to use. This is to say, I have a kingdom littered with useless mana.... force here, ice there, fire somewhere else, but I can't turn it into nice sturdy Earth nodes, I'm better off putting a simple mine on it. Same would go for it I was conquering neighbours, I might not want their picks of mana, just more and more and more Earth mana.
 
Can this Dwarven Race survive in a Wild Mana Seting where nearly all Nodes are already set to a mana Typ?
As fare I read it from the Features List they can onyl build Earth Node and the Palace also dont give Metamagic so they dont have access to Dispel what is needed to reset a node.
Also I wonder if they somehow can remove Fallout/Hellterain.
 
Fun module, thanks!

Suggestion for upcoming changes... give the engineer line some kind of dispel magic ability, whether you care to call it that or not. Certain game options "predefine the mana on the map" as other than the default stuff which it's your pick to use. This is to say, I have a kingdom littered with useless mana.... force here, ice there, fire somewhere else, but I can't turn it into nice sturdy Earth nodes, I'm better off putting a simple mine on it. Same would go for it I was conquering neighbours, I might not want their picks of mana, just more and more and more Earth mana.

It's planned, Python was giving me a headache though and with the 1.4 update soon(tm) I may put it off till then. Adding Metamagic 2 as a stop-gap may be the way to go as the Khazad do desperately need a way to remove haunted lands as well. Ideally I'd like to separate the two, and remove the buff removal effect., Probably giving the HL removal to priests.

Can this Dwarven Race survive in a Wild Mana Seting where nearly all Nodes are already set to a mana Typ?
As fare I read it from the Features List they can onyl build Earth Node and the Palace also dont give Metamagic so they dont have access to Dispel what is needed to reset a node.
Also I wonder if they somehow can remove Fallout/Hellterain.

Yes Wild Mana is a bad choice for the Khazad, I'm not sure how it affects the AI play for them as they seem to ignore adepts. Does anything generate Fallout (other than Interplay/Bethesda :p) atm? As for Hell Terrain, I'd rather have them less effected by it than have them holding it back. Perhaps Influence driven war could affect the counter of the tiles dependant on alignments? Off to the Ideas Thread with this!
 
Yes in the games I played so fare there are some spots where Fallout apeared through the game.
 
Are Dwarven Brewery broken?
They seem to require an food edible resource on the plot, but they don't provide that resource when you build them, effectively denying that resource.
 
It is Intended! Quote is From the Feature List

Dwarven Brewery, Brewery art
Khazad only Improvement.
Can only be built on Corn, Rice & Wheat but does NOT connect them.
Khazad get an extra 2 commerce.
Gives free citizen specialist to nearest Khazad city.
 
It also Prevents me from Building it because I prefer to have the resource especial if I have the guild.
 
Indeed, then, is underpowered: A single citizen only provides 1:hammers:, and the extra 2:commerce: is little if we compare what we can get from trade or guilds.
 
and especially if you compare to the future buildings that Opera talks about, giving :health: to nearby city if there is a food ressource improvement.
 
and especially if you compare to the future buildings that Opera talks about, giving :health: to nearby city if there is a food ressource improvement.

No, just a food resource. The buildings would still be buildable, even with the Brewery not connecting said resource.
 
??? I thought said food ressource had to be connected at least??
well my mistake then.
 
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