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an idea from the WH-mod: Dwarven Hills

On a slighty different matter, thinking of Races, and unique units, would it be possible for Racail units to tied it in to buildings in the city rather than the civilisation, (Elven Setttlers would produce a city with the 'Elf Building' Dwarven Settlers with the 'Dwarf Builing etc....) Otherwise capturing and improving Dwarven peak cities will be hard, thus meaning that if u capture a Dwarf city (or Elf City etc...) it retains its ability to produce those units? Also from playing the Elves Fellowship of the Leaves only works so well as you can improve the forests. This would make for interesting Civilisations where you can have access to other Civs units but only once you have some of thier people to make them with.

I really love this idea! it would be a huge step towards Master of Magic. You could build whatever unit is in the game, IF you have conquered it's civilization (or at least a city). It would be possible to make bear totem (etc.) only useful for the orcish tribe, elephants only for some human tribes and you had to conquer a city of them to build these units. Maybe it would make it a whole new game, so a scenario or mod-mod was maybe a first step to it. I have no idea of modding, but it shouldn't be so hard, to give all the race specific units the race specific building as a prerequesite and to make some kind of makro to build the race specific building after you have built a new city with a unit. It would also be possible to give the building some modificators calculated from the alignement, the religion etc. (if the Calabim must worship the Order they won't like it). The race specific building has many many (many many!) new opportunities for modder's I'd say. It should be possible to replace the building by your own civilisation by sacrificing a settler (or something like that).

and by the way: with this building there was no problem in conquering Dwarven cities on peaks :)
 
so we have some possibilities:

1. change terrain to Dwarven Terrain (Mountains, eventually Hills) that provide more boni than normal terrain.

2. make a building that provides extra boni for each mountain tile inside the city radius.

3. enhance Dwarven mines so they can be built on mountain tiles.

4. make dwarven cities able to be built on a mountain tile.

any comments which of them is the best option?

Perhaps there is another option: Make a repeatable building like "Deep mining expedition" that is buildable as long as there are peaks in the city radius. It would cost quite some hammers but as soon as you complete it you transform one peak into "peak (mined)" which gives quite some boni and perhaps a certain chance to spawn some horror.
 
Would it be possible to tie in the Dwarves starting possition to suitable terrain?

Look through the threads for one titled 'flavour map scripts' or something like that. Started by a user called dreiche2. It makes it so that civilizations that would prefer a particular terrain type tend to start in their preferred terrain.
 
A few suggestions:

1. Khazad should be able to build cities on mountain tiles but hopefully this could represent their cities inside the mountains.

2. These cities would have a size restriction that prevents them from getting any larger. (I would imagine urban sprawl is much more difficult underground)

3. These Khazad "mountain" cities would receive a very large defensive bonus (somewhere between 100 and 200%).

4. mountain cities tiles would become passable but only as long as the city is there. (if the city is successfully attacked and then razed the tile would return to impassable and the attacking unit would return to its original attacking tile.

5. Dwarven workers could improve peak tiles to increase hammers and each turn a tile is worked it has a chance of spawning mushrooms (+ food), gems, gold, silver, mithril, stone and marble (as usual). These tiles couldn't be pillaged since they are under the earth (and Dwarven mines can't be pillaged anyway so that's not a problem).

I think with these changes a Khazad mountain city would be a mighty fortress that would be a daunting task to capture but due to city size cap wouldn't become too powerful.

PS. I also think that workers inside a city should increase the defense of a city each turn (untill it reaches its cap). I think if someone is outside bombarding your city walls with catapults and trebuchets and you have 5 workers inside your city why shouldn't they be working their butts off building the defenses back up?
 
The problem of cities on mountains is that they can't be attacked by other civs. I think a mountain dwarven mine (which can't be pillaged, makes sense if you think of dwarven mines digged inside mountains) would already be enough of an enhanchement for the dwarven civs.
 
The problem of cities on mountains is that they can't be attacked by other civs.

I'm not a programmer but when a Khazad city is built on a mountain tile couldn't the mountain/impassible tile be replaced with a new tile type that looks like a mountain but is passable and thus the city is attackable by other civs?
 
yeah, I suppose it's doable actually.
 
I really like these ideas. I think that they would really add a flavor all of its own to the dwarves. One thing to consider is the possibility of having a 3x3 mountain block and having these mountain-walking dwarves settle the center tile. Then even if the city is now a passable block, there is still no way to get to it.

I like the idea of roads making a impassable mountain tile passable though and in a way it solves all these problems of attack and defense. The city tile automatically has a road. Plus in the 3x3 example, if the defender chooses to cut off the city, then maybe the only way to attack it should be with the wilderness units (Rangers, etc...). They are paying a price for their defense.
 
In regards to the 3x3 mountain tile, I wouldn't allow all dwarven units to move through mountains so if you make a mountain city surrounded on all sides by mountains you would have a hard time ever getting units out of it.

I would like to see something along the lines of mountain tunnels that dwarven workers could create that would allow normal units to travel through them. I'm not sure it could be done however within the mechanics of the game.
 
i think that when a dwarvn worker builds a road on a mountan ttile it becomes passable to all units and cities and improvements can be built on it. when the roads or cties go away, the mountan becomes impassable again. cities on mountans should be forced to be razed
 
Perhaps there is another option: Make a repeatable building like "Deep mining expedition" that is buildable as long as there are peaks in the city radius. It would cost quite some hammers but as soon as you complete it you transform one peak into "peak (mined)" which gives quite some boni and perhaps a certain chance to spawn some horror.

I really like this concept!
 
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