vorshlumpf
Emperor
Did you miss the fact that the Khazad get +20% in every city?
- Niilo
- Niilo
Kael said:I dont like civ specific wonders as there is no challenge in achieving them. I also think the dwarves advantage of being tight packed should carry the disadvantage of having access to fewer resources. Dwarves, more than any race, should be greedly eyeing that iron or mithril vein and thinking about what they can do to claim it.
vorshlumpf said:Did you miss the fact that the Khazad get +20% in every city?
- Niilo
Chandrasekhar said:Don't Civ specific heroes work on the same principle? In any case, I've always envisioned dwarves as being super greedy with what they have, but not necessarily being so envious of other peoples' posetions. If they have to war to get metallic resources (and they will have to war, because they probably won't have any duplicate strategic resources to trade), then it will sort of ruin the flavor to see the dwarves either big and strong (dwarves aren't supposed to build continental empires), or small and weak (dwarves are supposed to be able to cope with being cramped and compact).
Unser Giftzwerg said:In a game predicated upon the goal of establishing continental empires, yes, even Dwarves are "supposed" to do this thing.
Fantasy literature generally tells a story the begins and ends in the span of a single lifetime. The timefrome of a fantasy story covers a period of time where a civilization might develop a few new technologies. A Civ game models a string of lifetimes spanning dozens of generations. In a Civ game, so many new developments occur that a nation-race will appear different than it did during the Epic story. In fantasy literature, Dwarves (or any other race) are described as being good at A, B, and C, but bad at X, Y, and Z. his is but a snapshot description of that race, at is existed at the time of the Epic Adventure.
In a game spanning the lifetime of nations, where the storyline can be "won" by any race, the various fantasy peoples must be allowed to evolve. Just because Dwarves (for example) traditionally shuned horsemanship skills in the Age of Easy Gold, that does not mean they will not develop those skills in the Age Of The Ending. If Killmorph can be saved from the Demonic Hordes conjured forth from the Forgotten Dimensions only by the charge of Heavy Cavalry, then Heavy Cavalry will the Dwarven Nation develop. FfH is still Civ .... when you play a nation you want to be able to see it develop - and win.
IMU(nderinformed)O, there's already been to much of the "but Dwarves can't do that" thought at work. The Dwarven trait gives double movement in hills. The Elven trait gives the equivalent movement in forest/jungle ... and it also gives a combat bonus. The Dwarven Heavy Infantry unit (Maceman variant) is STR 6. The same unit built by Elves is STR 7. The rugged, tough, high endurace, tenacious Dwarves cannot outfight frail Elven lightweights even in a toe-to-toe slugfest while wearing heavy, cumbersome armor.
It's time to shift gears a bit into describing some positive traits. Fortunately, the Design Team is way ahead of us. I'm looking forward to re-playing the Khazad, this time as Leafers, with the new Dwarven units expected in 2.015.![]()
Kael said:I agree with everything you said. Just as you said the strengths and weaknesses are supposed to incent a certain style of play that matches that civs flavor but not force the players to have to adopt it.
For example, there is an interestign Khazad/Fellowship strategy where they forgo their vaults in the early game and rely on the the felllowship forests bonus (they need forests to do this well) to mitigate their unhappiness for low wealth. They get through the early game with this strategy and the combination of the ancient forests defence with their own formidable city defenses. Then in the midgame when they can afford it they stockpile the gold and turn from their defensive/defensive structure to a production engine. From a roleplaying perspective I dont think anyone that would imagine a bunch of tree hugging dwarves that started out in the middle of a forest, but it is a viable game strategy.
Unfortunatly the one thing you said that isn't true is that I dont expect many new dwarven units to come in 0.15. The Dwarven Slinger is in as an archer replacement, and the Dwarven Worker to make the new dwarven mines. I plan on adding a Dwarven Cannon, even without new art because I think they need it. Outside of that we probably wont get much until more art is available (good news on this front though as Woodelf has been makign great progress with dwarf models).
Also I didnt realize that the Dwavren Hammerfist was only 6 strength, I raised it to 7 like the rest of the macemen units.
Chandrasekhar said:We're on the same side here, Giftzwerg. I'm not talking about limiting the dwarves to small empires. I'm talking about making them more effective than others at using small empires, about making them at their best with small empires. I don't believe Civs should be overly limited; I believe that they should each have their niche. This is the biggest problem with the elves, in my opinion. While other Civs get penalized or limited, the elves are made stronger, unquestionably stronger by their features. The biggest step we can take toward balancing things out is not only by making the elves weaker - at least not significantly - no, we need to make everyone else stronger, too.
But we can't make everyone better at the same stuff. That would defeat the purpose. We have to make each Civ very, very good at a few things. We don't limit the Civ to these things; we must make them good enough at that strategy that they don't need to lean on other conventional programs. Sure, dwarves might be able to pick up new skills as they're needed, but they also have an area of expertise. So while dwarves may be charging in with their newly developed heavy cavalry, they'll still be fondly thinking of solid earth beneath their feed, and a stout battleaxe in their hands. And while they may build up a continental empire, they should not need to do so, and in fact should have to expend more resources to do so, as it will not be necessary for them to do this to fourish. For to deny this is to deny that which the dwarves have become over the years, and they will instead just be shorter people with the exact same abilities and limitations.
One final thing: this mod is still in development. If elves have bonuses and no penalties, then we can hope, and we can ensure, that they will, eventually. If dwarves face the opposite dilemma, then we can take the same courses of action there, too. We need people that stand up and say what they think is wrong about this mod, because that's how it gets better. But also keep in mind that you can't have it both ways. Dwarves will have their limits, and they will have their bonuses, and elves will have different bonuses and penalties themselves. We just have to decide what they are.
Unser Giftzwerg said:Well, does not the same general description also apply to Elves? Just substitute deep ancient forests for rugged highlands. In both cases you're looking at moderate-sized, reclusivesish, realms that 'punch above their weight' in one regard or another.
Unser Giftzwerg said:Yay! Getting the Hammerfists up to 7 generates the Giftzwerg grins.![]()
I gotta say, that 6 was irksome. I mean, if Dwarves can'teven be sluggers, what's left for the stout buggers to do?
Well, if the Dwarves don't get their upper tier units in 0.15, that's OK. They're coming, that's what matters. And the longer they take, the more chances I have to play other nations.
Yep, the tree-hugging dwarves strategy is the one I plan to try as soon as you release a version with the Dwarven forces fleshed out. I think it might be quite superior to the obvious Killmorph strategy. Having Dwarves with access to Nature II spells sounds pretty good. Clearly this is a strategy to peak in the later game, so the early game could be rough.
If the game allows a viable Dwarven tree-hugging nation what can you say but that the system is flexible and not a slave to role-playing sterotype.![]()
Kael said:I just noticed you posted the Khazad/Fellowship strategy a page ago (and here I thought I was clever). I told Thunderfall I need to be a moderator so I can avoid these embarrasing snafu's by moving my posts above those of people more clever than I am.![]()
Chandrasekhar said:However, I am worried about making the dwarves too much like the elves. It's become one of our True Sayings that we don't want to ever say "Like elves, but in hills!" here.
Chandrasekhar said:How about this: elves are known for being reclusive and standoffish. I know this is out there, but bear with me. Let's make the Ljosalfar's borders immediately surrender to any other Civ that they have open borders with. So, the other Civ gets the lands that their culture expands into without having to fight the Ljosalfar's culture. However, the Ljosalfar get to work any tiles within their city radius as long as their units can travel there. Further, if there is a nearby rival city, the Ljosalfar city can work the tiles in its radius even if the rival city would normally have precedence, even if that tile happens to be right next to it.
I know it's out there, but maybe it's a starting point. Thoughts?
Sureshot said:In Tolkien's Silmarillion, the elves were very numerous, they spread all over the world.
I remember reading that they had a slower birth rate, but that seems to have been balanced by the nonexistent death rate (and growth is birth rate - death rate). So im not entirely convinced they'd grow slower.
Artificial limits on population seem jarring. Slower growth (countered by great persons) seems like the better solution, though i can't say i see a reason for it.
For FfH2, i remember reading that the elves and dwarves and such weren't as common as humans. But isn't this already taken into account by the fact there's 21 civs and only two of them elves?
The focus should be on how to make other civs more interesting, no removing the interesting things in civs people like (a lot of people like elves as a rule in fantasy, as they are almost the epitome of fantasy for many).
Ideas like unpillageable mines for dwarves with higher chance of finding metals, how cool is that? given enough time all your hills will be giving tons of extraand
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Sureshot said:nothin better than musing, more musing on the civs who are considered not up to speed
the Calabim need a bit more i think, in the early game they just don't feel very vampirey (getting Moroi's can take a bit, and vampires need a lot to get to)
lanun need more i think, one idea i thought of that would be nice is some sort of goody hut type thing in water squares to promote sea exploration
but i think this thread is about dwarves, and i really wish dwarves could build cities on mountains and generally get good tile yield from mountains (and have all their units able to walk on mountains).