Luinefirithion
Chieftain
- Joined
- Jul 22, 2009
- Messages
- 6
So all in all, my favorite thing to do in Fall From Heaven is to bring the world into an age dominated by my beloved bearded horde. What frustrates me is that sometimes I play really well, and other times I seem to stall out around turn 100. Ive spent a fair amount of time poking around these forums and found some cool information on the aristograrian strategy, which I can attest is a really nice fit with Kandros. I also found some cool ideas in this thread: http://forums.civfanatics.com/showthread.php?t=311712
With all that, the one thing I havent seen is a comprehensive walkthrough on how to play the Khazad. Its great to say that you should aim for Calendar, Code of Laws, founding a religion, and keeping up with your military techs, but in my experience, theres always an AI who rushes to found Runes of Kilmorph, a few who rush to Bronze Working, and then the rest just kind of suck and fall to my furious little dwarves chopping their knees out from under them. So how do you deal with all this and keep up? I thought Id outline my basic strategy (with included log of the first ~190 turns) for the ruthless critique of anyone who wants to tear it to pieces and tell the world how Im doing it wrong
It doesnt seem like much of a stretch to me to suggest that if we have a step-by-step strategy to analyze, we could come up with a way cooler one.
Before I even start this, I recognize that every game has its own unique challenges, so no specific research path necessarily works in every game. However, the early stages of a game often have a few key similarities. Generally, your starting capital will have a good mix of grasslands and plains (and maybe a few floodplains). Also, the fat cross will normally include at least 2 food resources, and you can normally improve on this if you move your settler rather than just building your capital where he starts. Also, I typically am at or right near the coast, and on the rare occasions when Im not, Im on a river and (very rarely) a lake. For this particular game, I was on a river, but spent the first turn moving and set up on the coast to maximize my exposure to food tiles and river grasslands. I went from having rice next to my capital and cows in the fat cross to having cows next to my capital and rice and 2 clams in my fat cross without losing any hills. I also didnt run into many tribal villages because I was on the end of a peninsula with AIs everywhere in my way, but ultimately I think thats probably for the best if were talking about critiquing a game because it takes out some of the random factor.
Okay, so heres my basic strategy for the early game. Even though the dwarves are amazing for production, I like to focus on growth and commerce tiles, which is why I love being on the coast. I generally run at about 80% research, and Ive found that that is about sufficient to slowly grow my vault and keep it at stocked for most of the early game; I will only need occasional short bursts at 0% to keep my people happy. In any case, Ill try to get fishing, agriculture, education and mining in that order. Then I fast-track to Way of the Earthmother and pray no one beats me to it (probably only about a 50% success rate). Bronze working comes after that, then Trade and Code of Laws (honestly not sure why, I went for Mathematics, I mustve gotten caught up in the moment). After that, I try to get to Engineering as fast as possible so I can build the GuiId of Hammers (I also aim to get the City of 1000 Slums, admittedly as much to deny it from other players as to have it for myself).
For production, I build warrior after warrior until the citys population is maxed, then workers and settlers. If I can overwhelm an AI when their city is around the 4-5 population mark, I regard that as about ideal because they normally have workers but not settlers by that point. As I get techs like Writing, Ill build the buildings associated with them to maximize the effectiveness of my commerce tiles, but generally spend most of the mid-game making up for the buildings I neglected in order to build warriors/axemen to conquer my first neighbor.
After Engineering, I feel like you can take a number of directions based on personal preference. My research tends to slow at this point so I can put more money in that vault, which lets me build larger cities and prepare for my impending invasion of the rest of the world. I think Runes of Kilmorph is ideal for the dwarves with the vault, and I go for Arete to improve my mines and get Bambur, then push to Iron Working because Maros is my favorite thing in the game. From there, I work towards getting my spellcasters with their lovely Crush spell, and if I hit that point, I win.
The problem for me is hitting that point. As I said in the opening paragraph, sometimes I just stall out and end up way behind the other players. This makes me think that I have a good strategy for dominating the endgame, but Im probably not taking the ideal path at the start. With that, sometimes I get lucky, and sometimes I dont. What do you guys think?
Turn 1 move to best spot
Turn 2 found capital
On coast, 1 (river) rice, 1 plains cows, 2 clams in fat cross, 3 river grassland, 2 non river grasslands, 1 plains hill, 1 grasslands hill. Forests on all non-resource tiles
Researching exploration and building scout
Turn 12 build warrior and start researching fishing
Turn 15 turtles appear on one of my clam resources!
Turn 23 dungeon gets me a great commander, join to my warrior
Turn 30 research agriculture
Turn 31 start workboat
Turn 36 war w/ lanun
Turn 37 boat finishes, next warrior, research ancient chants
(forgot turn) start researching education
Turn 55 capture Innsmouth, 2 workers. No more pirates
Building dereptus in capital
Monument in innsmouth
Turn 57 massive frostling incursion kills both workers and a warrior
Building worker in capital
Turn 63 build second worker
Turn 69 start brewing house again
Turn 73 start research mining
Turn 86 grow vault to stocked
Turn 87 start mysticism
Turn 99 switch to god king, queue up way of the earthmother to start next turn after anarchy
Turn 112 River of Blood is cast, ouch
Turn 113 found 3rd city
Turn 121 convert to but dont found Runes of Kilmorph (damn!), start Bronze working
Turn 126 capture barbarian city, vault still stocked with 4 cities
Turn 135 start calendar, building training yards in capital and Innsmouth
Turn 144 start writing, adopt agrarianism
Turn 146 war with Clan of Embers
Turn 156 start animal husbandry
Turn 163 start horseback riding
Turn 168 start trade
Trade for construction and archery, give away Way of the Earthmother to everyone who will take it
Only Amelanchier takes on Runes of Kilmorph as state religion
Turn 172 start mathematics
Turn 184 start code of laws
Turn 189 stasis is cast (I HATE stasis)
Dont remember when it ended, but Code of Laws finished and then switched to Aristocracy. Rush to engineering from there
With all that, the one thing I havent seen is a comprehensive walkthrough on how to play the Khazad. Its great to say that you should aim for Calendar, Code of Laws, founding a religion, and keeping up with your military techs, but in my experience, theres always an AI who rushes to found Runes of Kilmorph, a few who rush to Bronze Working, and then the rest just kind of suck and fall to my furious little dwarves chopping their knees out from under them. So how do you deal with all this and keep up? I thought Id outline my basic strategy (with included log of the first ~190 turns) for the ruthless critique of anyone who wants to tear it to pieces and tell the world how Im doing it wrong

Before I even start this, I recognize that every game has its own unique challenges, so no specific research path necessarily works in every game. However, the early stages of a game often have a few key similarities. Generally, your starting capital will have a good mix of grasslands and plains (and maybe a few floodplains). Also, the fat cross will normally include at least 2 food resources, and you can normally improve on this if you move your settler rather than just building your capital where he starts. Also, I typically am at or right near the coast, and on the rare occasions when Im not, Im on a river and (very rarely) a lake. For this particular game, I was on a river, but spent the first turn moving and set up on the coast to maximize my exposure to food tiles and river grasslands. I went from having rice next to my capital and cows in the fat cross to having cows next to my capital and rice and 2 clams in my fat cross without losing any hills. I also didnt run into many tribal villages because I was on the end of a peninsula with AIs everywhere in my way, but ultimately I think thats probably for the best if were talking about critiquing a game because it takes out some of the random factor.
Okay, so heres my basic strategy for the early game. Even though the dwarves are amazing for production, I like to focus on growth and commerce tiles, which is why I love being on the coast. I generally run at about 80% research, and Ive found that that is about sufficient to slowly grow my vault and keep it at stocked for most of the early game; I will only need occasional short bursts at 0% to keep my people happy. In any case, Ill try to get fishing, agriculture, education and mining in that order. Then I fast-track to Way of the Earthmother and pray no one beats me to it (probably only about a 50% success rate). Bronze working comes after that, then Trade and Code of Laws (honestly not sure why, I went for Mathematics, I mustve gotten caught up in the moment). After that, I try to get to Engineering as fast as possible so I can build the GuiId of Hammers (I also aim to get the City of 1000 Slums, admittedly as much to deny it from other players as to have it for myself).
For production, I build warrior after warrior until the citys population is maxed, then workers and settlers. If I can overwhelm an AI when their city is around the 4-5 population mark, I regard that as about ideal because they normally have workers but not settlers by that point. As I get techs like Writing, Ill build the buildings associated with them to maximize the effectiveness of my commerce tiles, but generally spend most of the mid-game making up for the buildings I neglected in order to build warriors/axemen to conquer my first neighbor.
After Engineering, I feel like you can take a number of directions based on personal preference. My research tends to slow at this point so I can put more money in that vault, which lets me build larger cities and prepare for my impending invasion of the rest of the world. I think Runes of Kilmorph is ideal for the dwarves with the vault, and I go for Arete to improve my mines and get Bambur, then push to Iron Working because Maros is my favorite thing in the game. From there, I work towards getting my spellcasters with their lovely Crush spell, and if I hit that point, I win.
The problem for me is hitting that point. As I said in the opening paragraph, sometimes I just stall out and end up way behind the other players. This makes me think that I have a good strategy for dominating the endgame, but Im probably not taking the ideal path at the start. With that, sometimes I get lucky, and sometimes I dont. What do you guys think?
Turn 1 move to best spot
Turn 2 found capital
On coast, 1 (river) rice, 1 plains cows, 2 clams in fat cross, 3 river grassland, 2 non river grasslands, 1 plains hill, 1 grasslands hill. Forests on all non-resource tiles
Researching exploration and building scout
Turn 12 build warrior and start researching fishing
Turn 15 turtles appear on one of my clam resources!
Turn 23 dungeon gets me a great commander, join to my warrior
Turn 30 research agriculture
Turn 31 start workboat
Turn 36 war w/ lanun
Turn 37 boat finishes, next warrior, research ancient chants
(forgot turn) start researching education
Turn 55 capture Innsmouth, 2 workers. No more pirates
Building dereptus in capital
Monument in innsmouth
Turn 57 massive frostling incursion kills both workers and a warrior
Building worker in capital
Turn 63 build second worker
Turn 69 start brewing house again
Turn 73 start research mining
Turn 86 grow vault to stocked
Turn 87 start mysticism
Turn 99 switch to god king, queue up way of the earthmother to start next turn after anarchy
Turn 112 River of Blood is cast, ouch
Turn 113 found 3rd city
Turn 121 convert to but dont found Runes of Kilmorph (damn!), start Bronze working
Turn 126 capture barbarian city, vault still stocked with 4 cities
Turn 135 start calendar, building training yards in capital and Innsmouth
Turn 144 start writing, adopt agrarianism
Turn 146 war with Clan of Embers
Turn 156 start animal husbandry
Turn 163 start horseback riding
Turn 168 start trade
Trade for construction and archery, give away Way of the Earthmother to everyone who will take it
Only Amelanchier takes on Runes of Kilmorph as state religion
Turn 172 start mathematics
Turn 184 start code of laws
Turn 189 stasis is cast (I HATE stasis)
Dont remember when it ended, but Code of Laws finished and then switched to Aristocracy. Rush to engineering from there