Capn Charlie
Chieftain
- Joined
- Nov 25, 2007
- Messages
- 96
Alright, while I was playing the dwarves recently, I got a few ideas that seemed interesting to me, so I thought I'd share. Keep in mind, I'm not saying they are underpowered, or need more oomph, I just got a little bit of inspiration and thought they were neat and thematically appropriate.
1: Mushroom farms. Given their love of hilly terrain and mines the dwarves often struggle to grow and sustain a large population. Basically this would be a gimmick to lower hammer production of mine tiles by 1
and increase by +1
. This could be achieved with a tech, like sanitation, with a wonder, with a building, whatever. The justification is that mine space is being used for food reduction, thus reducing overall hammer output.
1a: Sanitation tech, each mine is -1
+1
instead of increasing farm output.
1b: At sanitation you may build a building, say, Mushroom Farms, that does the above to every mine tile in city radius.
2: Cavern City of Whatever, The great dwarven underground homeland is often alluded to, but never actually seen in play. This could be a dwarf wonder that does something special for the city built in, if the mine food changes are too uber, attach that to the city the wonder is built in representing the survival know how of the underground dwarven population. Also, possibly, +1 engineer in city per peak.
3. No longbowmen sucks. Not that it has overly slowed me down, but I miss my iron using city defenders, and it always irks me to pop a tech like bowyers if I don't get anything decent for it. It'd be great to get some watered down longbow knockoff crossbowmen, then the special crossbowmen with machinery. Or, just do away with the national unit crossbowmen and give the dwarves some 6
crossbowmen units with bowyers or machinery.
Again, I'm not crying the dwarves are underpowered here, but tjhey do lack the super cheesy casters, and some of this seems neat to me.
1: Mushroom farms. Given their love of hilly terrain and mines the dwarves often struggle to grow and sustain a large population. Basically this would be a gimmick to lower hammer production of mine tiles by 1


1a: Sanitation tech, each mine is -1


1b: At sanitation you may build a building, say, Mushroom Farms, that does the above to every mine tile in city radius.
2: Cavern City of Whatever, The great dwarven underground homeland is often alluded to, but never actually seen in play. This could be a dwarf wonder that does something special for the city built in, if the mine food changes are too uber, attach that to the city the wonder is built in representing the survival know how of the underground dwarven population. Also, possibly, +1 engineer in city per peak.
3. No longbowmen sucks. Not that it has overly slowed me down, but I miss my iron using city defenders, and it always irks me to pop a tech like bowyers if I don't get anything decent for it. It'd be great to get some watered down longbow knockoff crossbowmen, then the special crossbowmen with machinery. Or, just do away with the national unit crossbowmen and give the dwarves some 6

Again, I'm not crying the dwarves are underpowered here, but tjhey do lack the super cheesy casters, and some of this seems neat to me.