Dwarves and Gold

Ouch ! :eek: I didn't realize that the above post would be SO big... I'm sorry for the inconvenience, I guess I might as well edit it to remove most useless parts (such as the details on how the war went with Perpentach etc). :(

I'll still post the rest of the original message, since that was exactly the part that is most specific to the Khazad and the experience I had while playing them... so, sorry again for the inconvenience, I'll make a little cleanup later on, right now I'll just post the end of this feedback before someone grabs this spot.




First, I had chosen Kandros Fir instead of Arturus Thorne not because I liked him particularily better but because most feedback I had seen in this thread seemed to concern Arturus. I had gathered that the Khazad were a World-Wonder building powerhouse, but I'm now convinced that while Arturus certainly is, Kandros at least has the capacity to play more tech-wise and get on well sustaining a high research rate, without getting his vaults totally filled. That said, I did sustain ~100% research, but I guess I could have rather been to ~40-60% just so I would have had overflowing vaults faster on. That may be a mistake on my part, but by the look of the game it feels that the alternative is at least viable, which is good in my opinion (you know, that part about having choices and everything...). Being Financial really helped me a lot in staying in the competition with other civs despite being almost surrounded by unfriendly rivals, as I was able to generate income without compromising my research rate. Instead of rushing for heavily-filled vaults, I rather let them fill slowly while advancing through what I considered the most important part of the tech tree. Almost everything tech from now is either a) related to the end-game and the armageddon spells of tower of mastery, none of which I actually feel much concerned with ; b) a full tech path I won't gain much from exploring, such as the archery, cavalry or magic branches of the tree ; c) possibly useful but definetely not a really high priority, such as getting priests and dwarven druids-eqv, especially since I'm almost sure I have no chance of getting the Baron before Arendel or Faeryl does. As I see it, after I get the last couple tech I'd like to have soon, I guess it will be a perfect time to get MUCH gold and begin to conquer some of my annoying neighbours, starting with what's left of Perpentach and next Faeryl. But up until now, I have strictly no regret for having spent much effort into keeping in pace with the tech-leading civs.

Second, I can only confirm the already established consensus that the Khazad really LOVE the Runes ! Frankly, the Arete civic didn't help that much in my opinion (I'll probably have little regret for it when I get Caste System), but everything else the religion yields really helped me a lot. I can not stress enough how SoK's were efficient in getting some production running in low-prod or just-founded cities. With the cumulative boni I had when recruiting them in my capitol, and the additional bonus the Vault allowed for when using them to rush buildings, sacrifying them was really worth it, probably even more than when I was running Slavery and whipping like crazy under OO (at least OO have the pop decrease and unhapiness to deal with... Rune-Vaulted-Khazad just don't have a single penalty for this, except maybe a little hammer loss in the process, I'm gonna make a little testing in this regard when I continue this game). Temples of Kilmorph add up to (cheap) Marketplaces so that even cities that would usually cost 5 or 6 gold in maintenance become at worse "free" (except for the impact they have on the Vault level). And my kingdom is still small enough that I have only built a couple of courthouses "just inn a side note, SoK and thanes of kilmorph natural hill defense made protecting my cities against the Balseraph a little easier, I for example had a Thane of Kilmorph sitting on a hill tile to draw a stack of merrymen away from an temporarily unprotected city, and he actually blew two of them to dust before falling. I Finally also used SoK's to build mines while my workers were busy removing jungles and building plantations upon discovering Sanitation and Calendar.

Third, I'm getting to the point where I guess I'll miss some serious city defense, just like what was discussed before. Upon reaching engineering, I noticed that the Crossbowman icon was grayed in some of my cities. I realized that I had to build archery ranges to get them, and still haven't researched archery yet (I figured the Khazad just wouldn't be allowed to build archery ranged at all, anyway Archery's now just a couple of turns to get, but that's annoying already). We'll see if crossbowmen do the trick, and I for sure often rely on them for city defense instead of longbowmen when facing infantry-heavy ennemies, but I'm still a little anxious to see wether I'll be able to hold the cities I conquer without having to fill them to the roof with soldiers. The point is not that I hate defending cities, but rather that I wouldn't feel it right to have to build half a dozen units per city just to let them rot there so they actually get a chance to hold on would they get attacked. Anyway, I've not reached this point yet, I'm just making a mental note on what I might have to deal with later on, and I felt it better to talk about my concern to the team.

Fourth, the "insular" part of the design sure works well. In fact, I have so much of an insular civ that I've spent most of the game without knowing where each other civ had started the game, except for a couple of them. With tech trade disallowed, map trading requires either good maps (which I don't have) or a lot of money (which I don't want to trade :D no doubt that's the Annoyingly Greedy Little Khazad Civ). I managed to get Garrim Gyr maps (for a small price, but only because we were very friendly) only a few turns ago, and I now realize that Capria is getting horribly powerful in this game. All in all, I can see I'm probably the one civ that has least territory on the map, without counting the almost-dead civs (Perpentach and Varn). I intend to take on Perpentach soon (anyway, I always appreciate getting another player's starting location), but with the underlying Vault level issue I guess I'll have to go for Conquest rather than domination, keeping only really well developped cities. On a side note, I intend to develop culture a lot in this game, not because I need some or anything, but rather to hinder my rival's spreading efforts as much as possible. The point is that I intend not to keep many cities when conquesting, but I have already noticed that Garrim has taken over most of the land that formerly belonged to Perpentach. I want to avoid letting the AI grab too much land at my expense, since it will make conquesting them even harder in the long run.

Finally, I think it will be worth it to try and load an early autosave just to try going for either Leaves or the Order. That might not give very accurate feedback because of the background "cheating" that will be introduced (there I mean that knowing the map in advance will mechanicaly lead me into make "better" choices than I might have done otherwise), but I think nonetheless that it might help determining wether the Khazad really "need" the Runes or can perform just fine under some other religion. Right now, I have a slight feeling that, although going for OO or Veil would definetely be a bad move (one for lack of sea resources that would justify going for fishing, the other because it would require an early rush to Knowledge of the Ether which is far less appealing when playing Khazad than for most other civs), either Leaves or the Order could prove to be a viable option. At any rate, I guess that different maps would call for different strategies, and one could find the Khazad to be perfectly viable for example when playing OO with Kandros, taking benefit from both the financial trait effect on sea tiles and the OO Slavery civic for even higher prod rate. That's just a thought that would need some actual validation testing.



In conclusion, I do need to get further into the game to get a better opinion, especially on the "city defense" issue, but so far I do think the Khazad are fun to play with, and globally match their design concept. With my game settings (in particular the No Tech Trading limitation), they do require specialization to get by, but upon getting the necessary techs they can really get powerful. When compared to some other civs I played with recently (especially the Lanun and the Balseraph), it feels that they get a lower start but make up for that by turning into powerful builders since mid-game. In particular, the early unit that I found most useful was NOT a Khazad-unique unit but the Rune-unique Soldier of Kilmorph... when compared to the Balseraph Acrobat or the Ljosalfar Elven Archers, it seems clear that the Khazad don't get as much a fresh start as some other civs. Not that I'm complaining or anything, it's just that my feeling is that the Khazad are (designed to be ?) slow in the beginning, only to become really powerful later on, and that really makes them different to other civs.



I'd just like to add two things. First, I'd want to say to the Team "hey... guess what... it works !" :D And second, I just want to congratulate you all once again for making such a good game, and going on through the process of making it even better with each version. Franckly, that's amazing and I cannot congratulate you enough for that :goodjob:
 
Awesome feedback, its great to see and I love as much detail as possible. Firaxis uses a process called the AGA (After Game Analysis) where players document their moves each turn as they play through a game and then when the game is over the notes are examined to see what worked and what didnt.

So compared to those your notes are brief.

I am glad you enjoyd the Khazad, I think they will be even more fun with a few more unique units and some special art to make our dwarves look like dwarves.

Im not surprised at all to see Perpentach attacking before hes ready, or giving up a city he shouldn't have. Thats his nature and he is a bad person to use as an AI example as you noted.

For the rest we have a war script speced for "Fire" a script that will monitor the AI players, relative power and attitude towards other players. Then based on factors that depend on that leaders goal for the game they may or may not kick off wars. Basium would try to knock off nearby evil civs he thought he could beat, Varn would try to ally with a few friends and gang up on enemies, Charadon would always be hungering after the lowest power player, etc etc.

I think that will add a lot to these games. And go a long way toward making the AI leaders play differently.
 
Two ideas.

Dwarven mines are underground with secret entrances and/or tunnels back to the city.

Dwarven mines cannot be pillaged.

Dwarven mines can still be worked even when occupied by the enemy.

This could make Dwarves more powerful defensively and allow them to be "besieged" without their surrounding city needing redevelopment after being razed. There is no longer an incentive to counter attack immediately to keep the tile developments intact.
 
Just for your knowing, I've added 'spoiler' tags to the previous post in an attempt to improve its "readability". I guess I'll try to do the same when I post feedback on the next part of this game. By that time, any comment on how to improve the look or structure of the feedback would be much appreciated (I mean... what's the point if it only makes readers run away in terror ? :D)

Kael, I'm glad you appreciate this feedback. I sure hope this is useful to you and the team. :)
 
much2much said:
Two ideas.

Dwarven mines are underground with secret entrances and/or tunnels back to the city.

Dwarven mines cannot be pillaged.

Dwarven mines can still be worked even when occupied by the enemy.

This could make Dwarves more powerful defensively and allow them to be "besieged" without their surrounding city needing redevelopment after being razed. There is no longer an incentive to counter attack immediately to keep the tile developments intact.
I like those ideas, especially the not being pillaged part for their mines. It's kind of like how when you have leaves religion no one can pillage your ancient forests (which are kinda like improvements, as they add 1 food and 1 shield, even 1 health and 1 happiness if you have guardian of nature, all on top of the base tile of grassland or plains).

The instant travel to their cities seems a bit much, like what if they had huge cultural borders and made mines at the farthest edges? I like the idea of it, seems like it might make no sense in some cases though.
 
Sureshot said:
The instant travel to their cities seems a bit much, like what if they had huge cultural borders and made mines at the farthest edges? I like the idea of it, seems like it might make no sense in some cases though.

Uh oh, I was not suggesting that as a game mechanic, just the rationale for the other ideas. This ability or trait is only for the "invisible" workers who are actually working the tiles, as allocated in the city screen.
 
Ah, I do very much like the idea of dwarven improvements being unpillagable. As things stand, having a high defensive bonus in your city isn't too useful when your besiegers can just pillage the heck out of your land so that it's useless. This, combined with allowing dwarves to work tiles even when there are foes on them, would make the dwarves into a race that could be warlike but still have a decent economy, something that I think would work very nicely. I'd say that as for resources, only the metallic ones would be unpillagable, so farms, pastures, and plantations would still be vulnerable to pillage.

Also, how do you all like the idea of some dwarf-only wonders that provide metallic resources? If dwarves are to remain faily tightly packed, and not be spread out across the world, it's logical that they won't normally have many resources. Wonders that they could build with the tech that allows a certain mineral resource, and which would provide the corresponding resource, would go a long way toward making a low-expansion strategy viable for the dwarves. The resources allowed by the wonders are as follows: gold, stone, marble, copper, iron, mithril; they should have scaled costs based on how useful that resource is.

A final point: I like the idea of dwarven vaults providing defensive bonuses based on how much gold is in them. I really can't say anything else in support of it, other than the fact that it would help the dwarves be more defensive.
 
About their inability to get metallic resources, they should have a super high chance of their mines finding such (like normal mines, but much much much higher probability of finding something; maybe add quarries as one of their standard improvements and let it find stone or marble too).
 
I'd prefer the wonders thing because it would allow them access to the resource without having to expand too far, but wouldn't automatically give them the massive production boost that working a tile with that resource would normally give. I'd say that it might be a fair mechanic.
 
I like the super-mines idea better, first because I'm not sure addind another set of wonders will help reducing load times and game complexity :D second because it furthermore pushes the dwarves to build A LOT of mines, and not only in their cities "fat cross" tiles. In my current game, I had to build a few windmills to make one of my cities grow a bit faster, and I sure felt dirty for that.
 
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.

As for the others I really like the ideas to make dwavren mines unpillageable and increasing the chances of finding resources on dwarven mine creation. The second we had already planned but we had never though of the first. Let me talk to the team about them.
 
My curiosity took ahold of me and I tried for an Order-driven Khazak. It was a small (tiny?) pangea map, quick game, at Monarch level with 4 adversaries (aggressive AI and raging barbs, of course ;))

If you care to read some specifics, it's in the extra text. Otherwise, skip to my conclusions.
Spoiler :
The important decisions started right from the beginning, as I moved my settler to a space three tiles away (thank you! for those great starting settlers!). This was a better spot and brought Stone within my capital's borders. I kept my first two warriors close (one in the city, one fortifying on the stone) and rushed out a scout unit (by foregoing food in lieu of hammers). I soon met my three immediate neighbours: Svartalfar, Clan of Embers, and Illians. Yup, all Evil - joy. Fortunately, I had ocean to my North and to the West.

To make matters worse, before my first settler was even finished, I noticed the edges of Svart and Illian culture close to my single city! After criticizing my choice of map size, I drew my line in the sand by snuggling up my first city close to the Illians on my east - even if I couldn't get powerful enough to push back the Illian borders, this at least isolated two more decent city-sites to the north (plus a peninsula to the West that was cut off by mountains - I'd just need to get a galley for that one).

My greatest fortune in the game came when I got Cartography for free from a goody hut. Considering my priorities, that tech would not have been researched anytime soon, and it allowed me to rush the Pact in my capital (again with hammers emphasized over food). Miraculously (in my mind), I got the Wonder without another 'stealing' it, and I instantly had visions of my Hill Giants rolling over those puny warriors protecting the Illian border city.

The game had another thing in mind. My giants hadn't gotten farther than one move from my capital when Orthus appeared - exactly five squares north of my capital! He mowed down a warrior I had stationed to the north, but he was injured, so I smiled and sent my giants towards him. My smile disappeared when I was reminded of his hero status - the early kill and his extra XP obviously allowing him to level-up a couple of times. But, Orthus' bloodthirsty nature was, yet again, his downfall as he attacked (and killed) one of my giants (man, funeral plots for giants are a pain in the butt!). One of the remaining giants was there to take out Orthus before any more levelling up could be done. So, I was down a giant, but up a giant with Orthus' Axe (or, like I like to refer to it: Orthax(TM))! Back to those Illans . . .

With my giants, and some warrior/scout support, I was able to raze one Illan city and make enough room for another city. I was roaming Illian capital lands, pillaging to try to get my vault level above normal, when the Svartalfar attacked from the south. Time to switch targets. The Illians were more than happy to declare peace - gave me some tech and their world map (which revealed my 4th opponent, the Malakim, who were far to the South East beyond the Clan).

The war with Faeryl was very . . . tedious. She threw many warriors and Hunters after me. The hunters were very annoying, but my Dwarven Soldiers were enough to keep them at bay. Once I got my assault brigade (Hill Giants and Co.) into her territory, I slowly began pillaging and making my way to the closest city. Despite their strength, I had to deal with very slow healing rates - making my advancement very gradual. But, I destroyed the city and moved onto the next.

At this point, I had a big concern with the Clan of Embers to the south-east. Jonas was by far the leader of the game. He had over double my score and many more techs. He founded 4 religions, and was following Leaves. I converted to Leaves so that he'd think twice about attacking me. Fortunately, I actually managed to found the Order, but I resisted my own conversion as I was deep into war with Faeryl and didn't want to give Jonas any reason to invade. Some many turns later, my war with Faeryl was still ongoing - she lost more cities and I was aiming to knock her out completely - and I had bolstered my small border with the Clan, so I made the switch to the Order.

I actually didn't wipe out Faeryl, but she was left with one sad little city in the tundra to the south. I concentrated then on internal development. This is where I started to come into my own; tech research was going along at a steady rate and Wonders were being built regularly. Having no war allowed me to also concentrate on trying to get a Great Prophet, so I selected Pacifism and bumped up the number of Priest specialists in my cities. Despite having some Great Prophet percentages in the 40-60% range, I got 6 Great Commanders in a row! Blah! GC's were probably the most useless GP for me in this game - production was so high that I only needed to rush-build one Wonder (Perfect Lyre) and the troops given through 'recruitment' were petty compared to my standing army. None-the-less, I did use recruitment once when the Illians attacked and I had a border city with no attack force in it (just enough units for defence).

Oh, and the Malakim? They were destroyed by the Clan. Fortunately they were around long enough for me to send a Great Merchant to their city for some sweet, sweet gold coin.

Despite my internal success, the Clan was still ahead of me in points, and I wasn't making up the difference. Jonas had a solution to the problem, though. He attacked me.

I won't get into too much detail about this war, but it was basically the point in the game where I fully asserted my dominance over my last strong opponent. However, it was very tricky at times. He was able to throw some powerful units at me that I didn't have, yet, or couldn't get. War Chariots, Beserkers, Beast Masters, Druids, Shadows, the Baron, Rantine, Yvain.... Again, slow, meticulous persistance ensured that he couldn't get any sort of upper hand against me. As it stands now, I just razed his capital with Sphener (with Orthax(TM)), Maros, two High Priests, an Inquisitor, two Paladins, a captured Orc Beserker, and a stack of about 12 dwarven catapults (yes, I lost my two giants :cry:). I haven't yet decided if I'm going to continue the game and try to 'win', or move on to the next one :D

For those playing the Khazak and are new to them, I have one very important piece of advise: in your border city or cities, keep a small stack of dwarven catapults with 4-6 dwarven adepts with Enchantment (with your other troops, of course). The catapults withdraw 80% of the time and the Adepts can fully repair them each round. I don't like to risk troops on bad percentages. In fact, I'm hesitant to accept odds less than 90% for regular troops, 98% for experienced troops, and 99.4% for unique troops. However, with 80% withdrawal, and their relative inexpensiveness, the catapults often survive and would often level up quite quickly as they'd occassionally pull off an upset win (I got 40+ experience once for 'accidentally' killing the Baron with a catapult). Just don't research Gunpowder until we get a Dwarven Cannon from Kael and Co. ;)

And station troops in those hills!

Basically, Khazak following the Order worked just fine, at least in this game. The main difference was that I had to run my vault at Full for most of the game - until I started getting to the point where victory is inevitable - and research would range between 60 and 80%. With Runes of Kilmorph I tend to get my vault up to Overloaded and stay there most/all of the time, and max out research.

I still have not had trouble with the lack of defensive units that others are concerned with. Basically, with rare exception, I don't let my enemies reach my cities. I post dwarven troops on hills that are near my borders, ideally with mobile attack units to dispatch any that think they can get by without attacking the hill. Also, I don't think it's been mentioned here, yet, but the Khazak palace gives +20% defense to all cities . . .

Having the Order as a religion did at least one thing for the Khazak: it made them more of an aggressive force. With High Priests and Inquisitors that could cast Ring of Flame and Pillar of Flame, taking cities and defending against stacks of attackers was much easier (sure beats Earthquake).

Finally, playing as Khazak, one must not underestimate the power of a high vault - as I'm sure most realise. Again, there were very few Wonders that I missed, despite being out-teched by two opponents. And pumping out units when necessary was not a problem. It actually got to the point where most of my cities were producing Research, then I'd Ctrl-select a new building once I'd get a new tech, and I'd get 4-6 messages at the beginning of next turn (i.e., "Such-and-Such has built [new building] and is now working on Research]").

My opinion of the Khazad is reinforced: the flavour given them to works beautifully and does not restrict playing style.

- Niilo
 
vorshlumpf said:
I still have not had trouble with the lack of defensive units that others are concerned with. Basically, with rare exception, I don't let my enemies reach my cities. I post dwarven troops on hills that are near my borders, ideally with mobile attack units to dispatch any that think they can get by without attacking the hill. Also, I don't think it's been mentioned here, yet, but the Khazak palace gives +20% defense to all cities . . .

I don't follow this. How does having your troops posted on a hill stop others getting past? It just gives you earlier countering opportunities. If that hill is the only tile nearby with a defensive bonus then that is useful but otherwise they can just move through a forest.
 
Quite often the AI will attack your units, even if they can go past. However, some will go past, hence: "ideally with mobile attack units to dispatch any that think they can get by without attacking the hill."

As for forest, either I have troops there, too, or the forest is cut down. Or I let the AI go there (and wait for them to move into the clear or attack my fortified positions). There's no 100% solution, but in my three games as Khazad (one at Prince level, two at Monarch, all with Raging Barbs), I've never lost a city and have faced very few 'seiges'.

- Niilo
 
vorshlumpf said:
My opinion of the Khazad is reinforced: the flavour given them to works beautifully and does not restrict playing style.

Cool! Glad to see that the Khazad can be viably played without being Runes. :goodjob:

Next up: the Veil? Heh, maybe not.
 
Kael said:
There is an intended synergy between the runes and the khazad. But I dont want it to be the only viable strategy. I still suspect that the khazad can play any religion effectivly and I like the fact that they can choose how much gold to keep just by adjusting their research rate.

Well, I have been off keeping my promise to play as an Elvish race for my next game. Early events have made this a poor game to judge play-balance issues. The ol' raging barbarians did a number on all my continental neighbors. I'm still expanding as fast as my society can accomodate new cities, pretty much. It's been the only dull game I've played under either version of FfH. :( I'll probably end the game once I bump off Aecheron. Last game my task force reached the gates of his city just in time to see the rival army make it's final assault. This game I've cut him off and he's mine.

:sniper: :satan:

Anyway ... I do like the Dwarven Vault concept. If play-balance issues crop up with it, they can be corrected by adjusting the Vault parameters. So I hope I've not made any rash comments that make it seem I dislike the concept itself. However, I'm pretty sure even with my limited experience that some FfH civilizations are much easier to play (some would use the term overpowered) than are others.

I understand that in FfH most games will consist of one human player versus AI opponents. In such a game it is false to use the term 'overpowered'. Each player can decide for themselves what is more fun for their tastes. But if, and I say if, the Design Team wishes each civilization to have roughly the same chance for victory in a multi-player setting, then in those circumstances I suspect some realms are "more equal" than others.

I'm really leery of the Leaves right now. The fact that forests are an overlay and not the base terrain means that forests can be built, eventually, on a phenominal percentage of the available tiles. The Nature II spell to create a Forest in a single turn is super-cheap. I am producing brand-new tier 2 Disciple units for 150 shields that pop out with 5 exp on creation and start casting tis spell immedeately. Add to this the fact that Leaves forests will self-improve to Ancients all by themselves, and you arrive at where Food production will go up without any (or much) effort to build farms. Leaves is a very powerful religion.

As for the Vault slaving the Khazad to Runes. I've basically played Ver II with only Runes and Leaves (and an early death as the agnostics). Based on this experience I think my next game I'll play the Khazad/Arturus again, but this time I'll have the greedy Dwarves go for the Leaves. My thoughts are the +:) faces you get from having Leaves temples up immedeately and that will offset having a poor Vault ealry on. That prevent the early hit to R&D. Then later, when money is easier to raise, you start to fill the Vault. I suspect that Leaves might be the superior religion for the Khazad, though, if pressed, I will admit I am not about to make any bets just yet. :crazyeye:

Well, enough of my BS for now. Laters Kael.
 
Sureshot said:
From what i've seen in the xml files, its really easy to add defense (and air defense) modifiers to improvements, that might be useful for dwarves as well (basically mines could be mini forts for dwarves).

This is exactly the thought I had (one day while waling the dogs and immedeately forgot to write down.) Since the FfH game already has things like race-specific Cottages and the like, it seems it would be possible to add a +XX% Defense characteristic to Dwarven Mines, Dwarven Quarries, and Dwarven Workshops.

(By the way, why can them weak Elves even build Quarries, eh?:p )
 
vorshlumpf said:
Quite often the AI will attack your units, even if they can go past. However, some will go past, hence: "ideally with mobile attack units to dispatch any that think they can get by without attacking the hill."

As for forest, either I have troops there, too, or the forest is cut down. Or I let the AI go there (and wait for them to move into the clear or attack my fortified positions). There's no 100% solution, but in my three games as Khazad (one at Prince level, two at Monarch, all with Raging Barbs), I've never lost a city and have faced very few 'seiges'.

- Niilo

And the same tactics will work with every Civilization. ... but they are still allowed to build units optimized for city defense. So why must the Khazad give up this unit? Or should archer units just be removed from every Civ, because cities are hardly ever attacked?

The point again is not that the Khazad will be slaughtered like lambs without this unit. The point is, what rationale exists for its omission? Don't think Dwarves can learn to shoot bows? OK, fine ... what tactic would the Dwarves learn in order to defend their homes? There is no role-playing rationale to deny them the capability, even if you wish to deny them the unit.

It seems to me that every sentinent race would be desparately motivated to develop effective defenses for their homes.
 
Back
Top Bottom