Fully populated worlds

Tortanick said:
I just have to know, how did the dwarves get into this thread?

They're an infestation. A pest. A scourge to threads everywhere. If you see one post about them, there are 100 more you dont see. Dwarves are the FfH equivilant of cockroaches.

And @badplayer, I know, you've good ideas, which is why i always challange them.
-Qes
 
Unique Unit: Dwarven Hillstrider
0 :strength: 2 :move:
Double movement in hills
Can only move on hills or in cultural borders
Can move through impassable terrain
Can found a city
Reduced :hammers: cost (standard settler will also be available, might cost more than normal)

Tech: Stonescaping
-1 :hammers: from plains
+1 :hammers: from hills
(maybe some other stuff, suggestions?)

Building: Khazad Palace
Makes this city the capital
+20% distance maintenance
+10% :gold: in all cities (note, this is :gold:, not :commerce:)

I'm not entirely certain what can be given by buildings and what can be given by techs (the Lanun are an example of that), so I tried to arrange them as I thought it was.

How does this look for incentive? Tried to add incentive without taking away overall usefulness.
 
Bad Player said:
What I mean is that since hills have a chance of gold/etc appearing on them if you put a mine there, could this % chance be increased for dwarven civs? Surely this would reduce the need for conquering since you have more concentrated resources in your cultural borders.

Kael said:
8. Added the Dwarven Worker unit (Khazad).
9. Added the Dwarven Mine improvement (unable to pillage, increased chance of discovering resources).

I already brought that up and it was already added for 0.15 lol
 
dwarves need more bonuses? id think having a financial leader, mines with +1 gold once they get arete, dwarven vault bonuses of +40% production, the best siege engines, double movement and greater defense in hills, unpillageable mines with greater chance of finding resources, and amazing synergy with runes would be enough. they should start losing more things before anything is added.
 
Sureshot said:
dwarves need more bonuses? id think having a financial leader, mines with +1 gold once they get arete, dwarven vault bonuses of +40% production, the best siege engines, double movement and greater defense in hills, unpillageable mines with greater chance of finding resources, and amazing synergy with runes would be enough. they should start losing more things before anything is added.
What about the other dwarves, Sureshot? The poor, unremembered, discarded Luchuirp?
 
Grillick said:
What about the other dwarves, Sureshot? The poor, unremembered, discarded Luchuirp?

They have Barnaxus.
 
i saw post on vanillia game that said barbs have all techs that all players have. would the mod have changed that?
 
I remember reading somewhere in a XML file something about % of techs. I think its in the CIvilization file, where it says that barbarian (at standard setting) gets 3% of all civs Techs or something.
 
I don't know about that, but I do know that they either/also research techs for themselves. Try going into vanilla worldbuilder and putting a spy in one of their cities. Preferrably some cottages, too, to speed up the process.
 
Yeah, they probably do. But maybe there is an upper limit to what techs they can research?
 
I've heard horror stories about finding grenadiers overruning the new world from vanilla Civ. I've also gave them future techs from the worldbuilder, but I'm not sure if they can really research that high themselves. In any case, they really aren't that good with infrastructure (I boosted a barb city to 20 size, put all grassland around it, and it proceeded to set specialists and starve).
 
Either that or they're so war focused that they might as well be. I guess their tactics AI is pretty dumb, too, 'cause they're always taking every possible battle without considering whether it would be smarter for them to pillage or fortify.
 
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