Ideas to spice up the Khazad...

Psycho_Ivan

Warlord
Joined
Oct 6, 2008
Messages
218
Though the Khazad are extremely fun to play as (and my favorite faction overall...) I thought of a few ideas that might fit in with them nicely. Nothing drastic, but certainly it makes things interesting.

A UB wall for the Khazad to build that brings in additional commerce from trade routes. This would be pretty cool, and some extra incentive to build Walls in your garrison cities. I think it fits the Dwarves style of defense, too!

And changing the Dwarven Vault so that when a Khazad city is captured it provides additional money for the attacker. Though it could just be an additional boost in money from the initial looting of the city, alternatively it could be a bit more dangerous for the Khazaks to lose a vault. They would lose whatever money was stored there, and the attacker would get it.

So... Would those work at all?
 
I'm pretty new to FfH, but the Khazad are my favorites too. I like the vault idea, but I'm not sure how the UB walls would fit the dwarven style...

I think it might make more sense to allow cities of any dwarven race to be built on mountain tiles. Any dwarven city built in a hill or mountain would literally be built IN the hill or the mountain. The city should be more difficult for outsiders to detect and more difficult to assault (defense bonus). It should also provide a happiness bonus because it makes the dwarves happy to live in the ground. On the other hand, it should also cause culture to spread more slowly because the dwarves are living underground, not spreading their culture above ground, and it should cause building times in those cities to be drastically increased because the buildings must be carved out of the mountain. Building in a hill would cause these changes to happen moderately. Building in a mountain would cause more drastic changes. Oh and cities built underground should display different graphics...can't have giant sprawling cities showing up on the map when it's all underground.
 
Additional trade income wouldn't work lorewise for the Khazad as they are untrusting of other civs, due to tricks played on them during the age of magic, this also causes their distrust of magic...

The Dwarves building cities underground wouldn't really work either, since Arturus Thorne banished himself and those that went with him from the Underhome due to him breaking some old Khazad law...
 
Since the addition of the Temple of the Hand, I'm thinking it may be good to give the Khazad (and/or the Runes of Kilmorph) buildings that improve the yields of nearby Peaks. I'd also consider a (repeatable) ritual that can improve peak yields and also have a chance to uncover/connect resources on the peaks.
 
i'd like to see dwarves have special mines again, nothing special just a defensive bonus.
 
I quite like the idea of building stuff underground. what about a special improvement in which you can "burrow" your units, effectively making them invisible? kinda like how the lurkers worked in starcraft... attackers come, everything seems quite, so they think "ah! attack those dumb dwarves, they've neglected their defenses for the last time!" and then they discover how wrong they are as a stack of angry dwarves comes out to kick their butt. that will teach those damn heathens not to mess with dwarves in their own territory :D
 
Khazad tunnels! Build one here and build one there, put 50 guys inside and in 'n' turns where n is the number of spaces away the tunnels are from eachother. THEY POP OUT! AND THEY GAIN A PROMOTION IF THEY STAY BELOW FOR MORE THAN 100 TURNS~~~ LONGBEARD which means they can house a HAWK!
Better yet Dwarves should be able to build FORTRESSES on peaks! And there's a 1/10 chance a balrog will spawn there everytime you build one and it turns into a goblin spawning ground with a balrog! Yeah... >_>
 
Khazad tunnels! Build one here and build one there, put 50 guys inside and in 'n' turns where n is the number of spaces away the tunnels are from eachother. THEY POP OUT! AND THEY GAIN A PROMOTION IF THEY STAY BELOW FOR MORE THAN 100 TURNS~~~ LONGBEARD which means they can house a HAWK!
Better yet Dwarves should be able to build FORTRESSES on peaks! And there's a 1/10 chance a balrog will spawn there everytime you build one and it turns into a goblin spawning ground with a balrog! Yeah... >_>

Crap and I thought I had a problem with drugs : /.

Perhaps Khazad could have a special improvement, with the mushroom event. To compensate for the rareness, it could provide 6-8 food. It could have some kind of mines covered in mushrooms to represent underground mushroom farms or such.

And of course it provides happiness.
 
Do we have so many Dwarf Fortress players? It seems like anytime the Khazad are mentioned, mushroom farms aren't far behind.:lol:


If this ever went in, it would need a special random event.

"Your farm creator has misdesigned the aqueduct bringing water to the farm! (Nearby City) is flooding! Dwarves are dying left and right in the most horrific accident to occur in recent memory!"

*Lose 5 population.
 
"Dude... dude... these mushrooms they're like... whoa... dude I think I pissed my pants..."
'Whoa its everywhere man... we should get out before we like... drown man..'
 
I don't want the app to run any slower than it does already. I think the idea of resources on peaks is not good, and I worry about the code for tunnels.

OTOH, the Khazad worldspell already has a chance to turn plains tiles into hills. Why not give it a chance to turn peaks into hills too?
 
Why not give it a chance to turn peaks into hills too?

Erebus maps.
 
I would like to see the kazards to use mountains for something. Perhaps a tunnel improvement to cross them?
 
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