For the Dwarves

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:hammers: and increase by +1:food:. 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:hammers: +1:food: 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 :strength: 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.
 
actually i really like the idea you have posted but lets spin it from a slightly different angle ...

1- starting with animal husbandry (you need something to feed to the mushrooms) you can get an event that will provide food in exchange for hammers if you spend the 10g to modify the tunnels

2- after the construction tech is researched there is a chance of en event where during a war the dwarves in you city fear for their safety and request to dig in underground. would you like to pay 300g to have your city walls gain a +25% defensive bonus.
 
Food issues with dwarves are even worse on Creation maps. Out of 4 starts with the Khazad, 3 had mostly plains/hills with no rivers anywhere nearby. Yay, I can support a population... 3 city. Then I use Motherlode and it only gets worse. Some way to increase food production short of waiting for druids/vitalize would be nice.
 
I had some thoughts for Dwarves to.

1) allow Priests to Raise Hills (similar to priest of the leaves Bloom). (Couldtake 10 tutns to cast or something like that)

2) Allow a bonus for use of peaks(it seems to me that Dwarves would be able to take advantage of Peaks for minerals etc. Maybe requires Smelting +5 hammers
 
Well, actually I feel that the Dwarves often are very powerful. However some more flavor and such, could be really nice.

As mentioned my Wife plays Luichurp 90% of the time..

Well the Luchuirp aren't weak....

But the Khazad are, especially when controlled by AI.
 
I had some thoughts for Dwarves to.

1) allow Priests to Raise Hills (similar to priest of the leaves Bloom). (Couldtake 10 tutns to cast or something like that)
I don't like this idea. They are good enough on hills, and this would weaken their world spell (which I don't like anyway). They need more synergy with peaks.
2) Allow a bonus for use of peaks(it seems to me that Dwarves would be able to take advantage of Peaks for minerals etc. Maybe requires Smelting +5 hammers

I like the idea, but I don't think it will work like that. Peaks are handled very strangely, largely hardcoded in the game engine. Most xml changes don;t work for them. On the other hand, Rhye's Inca's Terrace UB gives food from peaks, so it should be possible to add a dwarven UB with a similar effect.
Edit: it isn't the UB that gives food from peaks, but their Unique Power


In my current version I made Motherlode a RoK world spell and made it boost yields and have a chance to create mines, quarries, copper, iron, gold, gems, mithril, and marble on each peak in your territory. I probably won't keep this though.

In my version units of RoK civs (eventually only units also with RoK religion, but Xienwolf hasn't added the tags to let me do that yet) can get the Mountaineer promotion, which lets them move through peaks. This will require Arete, Guerilla 2, and either combat 4 or Dwarven (giving the dwarves an advantage). Stonewardens will start with this promotion. As such, I'm plannig to add a "Delve" spell for Stonewardens in my .32 version. Stonewardens can cast this on peaks (and maybe also hills) to create a mine with gold/copper/iron/mithril/gems or quarry with marble. This will take several turns, and may have some other, random, unwanted consequences. (Remember what happened when Tolkien's Dwarves delved too deep in Khazad-Dun? You too might trigger the spawning of Barbarian Balors, or maybe just trigger an earthquake, so be careful.)
 
I don't like this idea. They are good enough on hills, and this would weaken their world spell (which I don't like anyway). They need more synergy with peaks.

I understand what you are saying, but I disagree. If the map generator is kind enough to provide hills, then the Dwarves are fine. but in most Hub games I play, each hub gets like 2 to 3 hills total. This is not enough for DWearves to gain any real advantage from them. By allowing thier priests to raise hills, Dwarves would at least have more options for Hills. You could associate a Rising cost of some sort if you felt they would go HIll crazy, but is't that where DWarves would want to live anyway? Either that, or give them a "Tunnel upgrade they can do on any plat that automatically grant +1 hammer"
 
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