Feedback: Khazad

Zechnophobe

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So, Let me start out by saying that my favorite civ is the Chirp, partially because I think they are the most consistent, and partially because I like fire wielding golems. Since I get a lot of use out of Dwarves, I can't help but compare their effect to those of the khazad.

I want to talk a bit about my experiences playing the Khazad.

1) First lets talk the early game, the first 75 turns on standard speed. I play on at least Emperor level whenever I play, and remove AI building requirements. The Khazad have one of the poorest expansion plans in the game early one, due to their Vaults, which actually penalize them if they don't have enough money. Their immediate access to Gold can only SOMEtimes make up for it, because while a city needs a trade route with the capital to get the gold, it doesn't need one to suffer the draw backs of an empty vault. This makes the early game expansion a fair bit of work. Further more, if you happen to be near Gold tiles, you can't get 'even more' happiness from them, which means gold tiles aren't nearly as effective early game as they are otherwise.


The only early game advantage held by the Khazad are workers that can move quickly through hills.

2) Religion: It's really hard to justify playing any religion other than RoK. It isn't my favorite, by any stretch, but if you want quick cash, then RoK temples + Marketplaces is definately the way to go. Since most if not all of the benefits of the faction come from cash overload, it is hard to rationalize using any other. However, I think it's hard to give up the fact that RoK has both the worst Heros, as well as the worst Priest level disciple units. I feel you are sacrificing access to a good religion, simply to make up for short comings already extent in your faction.

3) "The Hump". For those who manage to get the Khaz working, you probably know about The Hump. It's where your juiced out production can grow your economy fast enough to allow you to expand. +40% Prod and +3 Happiness help with that greatly. Getting here, however, takes a good bit of effort. A few Great Merchants, perhaps, or founding multiple religions can work. I feel like the actual game I'm playing as the Khaz, is in acheiving the Hump as early on as possible. However, they have little in the way of extra means to cause this to happen.


4) Late game: Pretty solid. If you are over The Hump, and perhaps have access to Druids, then you can support pretty effective military campaigns. The real question though comes from both of those 'if's. You need tech AND commerce to get here.


Suggestions: So, been thinking about the tools available in Civ to create and strengthen a civ in unique ways. And something that'd work pretty nicely occurred to me: A Khazad Corporation. Here's how it works:

* Khazad Great Engineers can Incorporate this Corporation ("The Underhome Guild"?)

* Works like a normal BTS corporation that generates money in cities. Uses Gold, Bronze, Iron, Mithril, and Gems. (Things findable with mines).

* Provides +2 gold in Headquarters city for each city with the guild.

Reasoning: This gives an early-mid game goal for the khazad, and an additional reason to consider going for engineering and Earth Nodes. In fact, the various pressures working on them will likely cause this to tie in many elements into a very cogent gaming experience. RoK provides income, but also a Holy City with Earth mana. They start with Gold in their capital, which means this corporation always has some effect. Conquering cities to get access to more Incorporated resources will raise your nationwide income. The Mines of Galdur (RoK wonder) which provides 3 Iron, instead of just 1, will be an obvious boon (It also generates Great Engineer points, if they still need to create their corporation).

All in all, I think this ties everything together so nicely, that it is hard to put this idea down.

I realize that there are some people who praise the Khazad, in my opinion, overly much. While I can, and have been known to, argue the syntax of strategy for hours upon end, I would proffer that this addition to the faction would be worth a slight down tweak to some of their other systems.

Second thought: Instead of making the corporation created by a great engineer, instead make this the new Khazad world spell. Incorporates in your largest city, and spreads the corporation to all your other cities. Down side? You can't spread it any other way. (I.E, you don't want to cast this first turn necessarily).
 
I think the current Kazad world speel is the best for them, One of the best strategies I have found with the kzhad is eary conquest, u have the agressive trait, and with mobility on hills, aswell u can get a ton of warriors of axemen early, then just rush an AI civ and burn his cities to the ground, u can make several hundred gold from this.
 
Hmmm.... I quite like this idea actually. I also think the khazad should be able to get more happiness from the amount of Gold resources they have. So for eg. If they have 3 Golds they will get 3 happiness.
 
2) Religion: It's really hard to justify playing any religion other than RoK. It isn't my favorite, by any stretch, but if you want quick cash, then RoK temples + Marketplaces is definately the way to go. Since most if not all of the benefits of the faction come from cash overload, it is hard to rationalize using any other. However, I think it's hard to give up the fact that RoK has both the worst Heros, as well as the worst Priest level disciple units. I feel you are sacrificing access to a good religion, simply to make up for short comings already extent in your faction.

RoK is the nicest religion to start out with yes, but you should really give advancing to CoE a try. RoK for the money boosting effects, CoE for the undercouncil, dwarven shadows and your only archmage. The dwarves already have a superior mounted line, which further justifies going deception early.
 
Superior Mounted Line? I'm not sure what you mean, all their Unique mounted units are worse than the units they replace.
 
tbh, i kinda like the boar riders and horn guards, expecially boosted with the CoE unique knight. Still, give dwarven shadows a shot, they're worth it
 
Superior Mounted Line? I'm not sure what you mean, all their Unique mounted units are worse than the units they replace.

Did you seriously just say a pissed off dwarven berserker on the back of a freaking rhino was WORSE than anything else?

Come on, the only way it could be cooler was if he had a mug of ale in his offhand.
 
I have the opposite views on Khazad. Any civ is penalized for early overexpansion because the lack of infrastructure means taking away commerce from your research, which is not good in FFH2. For the Khazad, delaying expansion not only means keeping a good research pace but also means extra happiness (= extra citizens, = commerce or production) and extra production. In short, I found the Khazad bonus from Vaults to be easier to get early in the game than later.
 
tbh, i kinda like the boar riders and horn guards, expecially boosted with the CoE unique knight. Still, give dwarven shadows a shot, they're worth it

you only need the religion in the city, not to follow it, in order to build the shadows. On the other hand, RoK as state religion means +1 raw gold per city.
 
As a minor point, the new Battering Ram spell takes forever to resolve. I lost the use of Maros and Bambur for about 5 turns after being careless about who I had making my siege engines. It's a good deal otherwise, but geez.

Also, it weirds me out a little that the ideal Khazad starting position involves having a whole bunch of wine nearby; it's just not a variety of alcoholic beverage I associate with greedy little bearded dudes.

I find that the easiest solution to being cash-poor in the early game is to go hunting for barbarian huts and graverobbing; it won't get you far but it'll get you to two towns and usually it's all downhill from there.

As for having to adopt RoK, I don't mind Bambur so much (enchanted blades and repair are really handy), but Arthendain is close to useless, in all seriousness, and I could do without him. I'm really not sure that the production bonuses from Arete and the gold are actually better than the advantages that, say, FoL affords (particularly with chopping 3 techs in for most civs, which is becoming a major gripe of mine)... and I'd take Kithra / Yvain over Bambur / Arthendain any day.

I do like that corporation idea, but Mother Lode is great. Floodplain hills are a wonderful, wonderful thing.
 
Empyrean is the best "default" religion, where it takes special cin-unique synergies to put something over it, and the Khazad don't really have anything like that. Go Empyrean with them. Use a few turns of 100% gold slider to get a decent vault instead of RoK. The extra city size you get from doing this makes those "lost" turns pay for themselves.

The leaders who should really be using RoK are creative ones, since they aren't bothered by RoK's big drawback: no culture.
 
Empyrean is the best "default" religion, where it takes special cin-unique synergies to put something over it, and the Khazad don't really have anything like that. Go Empyrean with them. Use a few turns of 100% gold slider to get a decent vault instead of RoK. The extra city size you get from doing this makes those "lost" turns pay for themselves.

The leaders who should really be using RoK are creative ones, since they aren't bothered by RoK's big drawback: no culture.

So, I put 100% gold for a few turns, I then have 20 gold...? When exactly do you plan on doing this, and how shriveled is your empire that you get much out of it? This is the exact economic ratio that is the problem. If you want to have a large empire, the amount of gold required to make it 'better than average' is appropriately higher. If I've got 6 cities due to a little early conquest, I can't just 'put the gold slider to full' and get the 1200 gold I'd need to get even a decent bonus from their Vaults.

As for Empyrean being the default religion. I'm not even sure where you get that from. You really feel you need Chalid? I mean, ratha's are kind nice, but I wouldn't exchange the large amount of cash RoK hands out for them, especially when that cash turns into major production bonus' if handled right, which can then lead to more units.

And in general, Empyrean is one of the worse religions, since it focus' so much on a single incredibly powerful hero. It seems great, but you aren't getting a civ-wide boost like you are from RoK, FoL, AV or Order.
 
I actually consider RoK to be the default religion in that if I just want a religion and don't really care which because my strategy isn't based around religious units, RoK is the one I found. More cash is always useful, it can be converted into research, upgrades, production, whatever you need.
 
I love Khazad...they are so good that I am spoiled and have little interest in playing other nations.

Khazad offer advantages that can allow an easy win on Monarch or Emporer due to production and happiness.

I don't think they need any more advantages.

Khazad has some wonderful traits which, IMO, no other civ offers. True, no archmages -- but that is only late game anyway, and their dwarven druids more than make up for that IMO.

Here's what Khazad has:

Dwarven vaults. +40% hammers, +3 happiness is a HUGE bonus to both production and growth. And lots of other ways to improve productivity. Like the wonder that gives free dwarven forge in every city, blasting powder (+1/mine), etc. Getting a free dwarven smithy in every city is HUGE.

The dwarven vault penalty for low money is only -1 happiness ... a trivial matter compared to the huge late game benefits. You can easily make this up with a single resource or building, and once you get rolling you are unstoppable.

Dwarven units. ALL of their lines are very good except for no mages:


Good unique power (world spell) - more hills and gold is good.

Phalanx
Myconids
Crossbowmen
Dwarven hornrider
Dwarven druids - the best disciple-class unit IMO. +1 earth affinity can deal some truly awesome damage in late game, and this also makes it extra likely to find more minerals.
Good recon/assassin units (dwarven shadow is AWESOME with the ability to hide or declare nationality and marksman, and good stats. You can decimate AI nations with 4 of these before ever declaring war and march in with troops and take over).
etc.

MITHRIL GOLEM. 'nuf said. Too bad you need a high Armageddon counter for this which isn't documented in the civilopedia.

Best religion - Kilmorph. Free gold is WAY better than culture. Of course this isn't automatic, you have to research the religion, but it is a huge plus.

Good leader traits. Aggressive/financial or industrious/organized are both very strong.

In sum, Khazad is SO strong that I don't think that other civs can really compete against them on a multiplayer SP map. The only way to take them out is with an early rush, but they still have good early units. Their economy and productivity are by far the best in the game. Their low-gold penalty is trivial and in the late game they become a huge juggernaut that can steamroll anything. I don't think there is any other civ that can really compare to Khazad at all when you put all of the pros and cons on the table, but that is my opinion as a big Khazad fan.
 
Zechnophobe:

If you're getting your early cities through conquest, each city you get is coming with big piles of gold attached. Thanks to that fact, 200 per city is not very difficult to get. And 2 extra happiness in those cities helps make them productive so much quicker, since they tend to have motherland yearning and war weariness acting as lead weights on them.

Empyrean, like order, gives you extra military production in all cities, there's your civ-wide bonus. And Rathas aren't simply "nice", they make your empire nearly invincible. And yes, Chalid IS that good, now that almost everyone else has lost those army-busting attack spells that Chalid still rocks.

Uberfish:

So what do you do, keep building monuments in all your newly built or captured cities? Build twice as many missionaries as normal and spend half on culture bombs? I don't like the sound of either of those measures.
 
The Khazad early game rules. Expansion is an option, not a requirement. Stick to that one city till you pop Kilmorph, you now have the perfect power house. A money whoring production powerhouse under godking. Once you get Arete it should be over. Early iron weapons and Bambur make things go smooth as glass.
 
how do people cope with conquering neighbor civs under Khazad? I mean once you've spent the time building your core cities and gold stock piles for uber production and have massed a might army then what? As you conque cities your gold/city ratio goes down the tubes and you start having to deal with an even bigger climb to bring it back up.

I mean Khazad seem fun on paper, but in practice once the mid to late game arrive, I find myself turtleing not wanting to ruin the gold/city ratio.
 
how do people cope with conquering neighbor civs under Khazad? I mean once you've spent the time building your core cities and gold stock piles for uber production and have massed a might army then what? As you conque cities your gold/city ratio goes down the tubes and you start having to deal with an even bigger climb to bring it back up.

I mean Khazad seem fun on paper, but in practice once the mid to late game arrive, I find myself turtleing not wanting to ruin the gold/city ratio.

Once you have a strong economy and are ready to conquer your neighbors, maintaining your gold/city ratio is pretty easy usually. In my games, usually, each city I conquer adds 200 or so gold (when not running conquest civic). I drop my science rate and culture rates to 0 for a turn, and that usually can net you another 300-500 gpt*. Once you get the streamroller moving, it's very difficult for anyone to stop you.

*Granted I loved the Khazad civ, but I haven't played as them for a long time. I used to play as them on emperor a lot, and I don't remember my experience with them much on immortal now. However, on my only successful game on deity (with the vampire civ), my gpt in the late half of the game was absolutely terrible (I would be running 30 gpt at 0% science/culture sometimes), and I'm not sure that I could have maintain the streamroller if I were using the Khazad civ.
 
You could just Raze every city you take. If the AC rises as a consequence, well, thats a necessary part of getting the Mithril Golem anyway.

Also, the Khazad should probably try to make their enemies capitulate, free lots of colonies, and gift cities to their vassals.
 
Here's what Khazad has:

Dwarven vaults. +40% hammers, +3 happiness is a HUGE bonus to both production and growth. And lots of other ways to improve productivity. Like the wonder that gives free dwarven forge in every city, blasting powder (+1/mine), etc. Getting a free dwarven smithy in every city is HUGE.

Hold the phone here buddy. These bonus' aren't just doled out by santa on Xmas day. +40% production and 3 happiness takes a whole heck of a lot to set up. It is awesome, if you get it. And really late in the game is... really late in the game.

The dwarven vault penalty for low money is only -1 happiness ... a trivial matter compared to the huge late game benefits. You can easily make this up with a single resource or building, and once you get rolling you are unstoppable.

You aren't 'making it up'. You always have 1 less happy person than you would have otherwise, sometimes two, if you start near gold. Also, during early game developement, having your expansion cities gimped to size 3 is horrendous. You need to get exploration just for the trade route to get back to the status quo of size 4. This makes them very slow, unless you get lucky and pick up lots of gold from huts.

Dwarven units. ALL of their lines are very good except for no mages:
Well, the dwarven trait is nice for double move over hills, but really the only strength they have is in siege units and Druids. And siege are pretty weak in this game, so they only really get a unit advantage at the end of the tech tree.

Good unique power (world spell) - more hills and gold is good.

I'm not even sure how you can make this assertion. Hills are not strictly better than the terrain they replace. Yes, gold is good, but you really don't get a heck of a lot of the stuff until you've got a large empire. Either way, you really only look at Gold/city with them, which is often only about 50 or 75. Some cities will get more than 3 mines, but honestly, that's pretty map dependant.

Phalanx
Myconids
Crossbowmen
Dwarven hornrider
Dwarven druids - the best disciple-class unit IMO. +1 earth affinity can deal some truly awesome damage in late game, and this also makes it extra likely to find more minerals.
Good recon/assassin units (dwarven shadow is AWESOME with the ability to hide or declare nationality and marksman, and good stats. You can decimate AI nations with 4 of these before ever declaring war and march in with troops and take over).
etc.

Maybe you don't realize this, but it turns out everyone can build Phalanxes, Shadows, Crossbowmen, and Knights. Hornriders are worse than Knights. Dwarven shadows are a little better than normal shadows.

Either way, every unit you listed there is an END GAME unit. Listing those as some kind of perk is ridiculous. You have to get the tech and growth to get to the end game before you can even build these, and the advantages of any one of these over normal versions, isn't even necessarily worth the lack of Archies.

MITHRIL GOLEM. 'nuf said. Too bad you need a high Armageddon counter for this which isn't documented in the civilopedia.

I honestly don't get why you listed this here. It's an RoK unit that requires an AC of 70. I honestly can't recall the last game I played where the AC even got up to Blight levels.

Best religion - Kilmorph. Free gold is WAY better than culture. Of course this isn't automatic, you have to research the religion, but it is a huge plus.

I'm assuming you mean that the best religion for the Khaz is RoK, which I think is true. If you are saying that RoK is, in general, the best religion, than I completely disagree.

Good leader traits. Aggressive/financial or industrious/organized are both very strong.

Aggressive financial is, in fact, the hotness. I'd say it's actually the strongest aspect of the faction. Starts being good turn 1, and never stops. (Industrious/org is not so hot however). However, since you are freely allowed to allways play agg/fin, I can't disagree that the khaz have good traits.

In sum, Khazad is SO strong that I don't think that other civs can really compete against them on a multiplayer SP map. The only way to take them out is with an early rush, but they still have good early units. Their economy and productivity are by far the best in the game. Their low-gold penalty is trivial and in the late game they become a huge juggernaut that can steamroll anything. I don't think there is any other civ that can really compare to Khazad at all when you put all of the pros and cons on the table, but that is my opinion as a big Khazad fan.

This just seems like a bit of an ideological stance. You've played them a lot, and 'can win' with them, which I applaud you for, and feel that makes them strong. However, it is significantly more important to compare the strength of the victory (Speed, civ points, whatever) or reality of a victory (in Multi Player) more than just if you can beat some computers.
 
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