I've seen several posts to the effect that the Khazad do best when turtling up. Certainly, it seems the AI is set up to favor that approach. I was not convinced that was the best way to play them, so I set about to prove it wrong. I've run multiple Khazad startups in order to test an early expansion strategy. So far, I've been able to expand almost as fast as any other civ, fill the vaults, and keep tech competitive.
The basic concept is to start with a specialist economy, using markets and merchants to fuel the expansion and fill the vaults. I'll outline the ideal setup, but there is enough slack in the plan to divert for a couple techs and/or additional defensive builds if needed.
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Settings: monarch, standard, fractal, normal speed
Techs: Agriculture, Festivals, Mining, Education, Writing, Exploration, Bronze, Earthmother, [I've blanked on whether you need Philosphy to get Earthmother but if not, Philo is next], remaining worker techs. Head to warfare tech if you want that, or to Orders from Heaven if you want a second religion.
Capital Build: warrior, warrior, warrior, worker (at size 3-4), settler, market, warrior, settler, warrior, worker, warrior, temple, settler, worker
1st city build (GP farm or Tech city): market, warrior, temple, warrior, temple
2nd city build (production or tech): market, warrior, temple, warrior
Actions:
Send the warriors to scout. First warrior build guards the city. Send the second to a good fogbuster location, ideally your intended first city site. You should have popped enough huts to keep your happiness from being a major problem and to fuel expansion until you get the merchants going.
The third warrior is either a fogbuster or a replacement due to a bear/spider/whatever loss.
Send the worker to build farms. You don't have any other worker techs, so you have plenty of time. Chances are you will have enough forests that squares to improve will be few until Bronze Working. Build farms everywhere available. You can always go back and cottage over them later. Once you have at least 2 excess food to support a merchant specialist, you can move towards the intended area for the first additional city. If you're lucky, your capital borders may have even expanded to cover some of the new city site's land and you can pre-farm for the new city. If you haven't had to divert for game requirements you might even have Mining and be able to mine non-forested hills.
Settle the new city with the pre-positioned warrior to protect it. Farm with the worker to the point of 2 extra food.
Your treasury will be losing a couple gold per turn. You should have enough to hold on until the Market is completed in the capital. Immediately assign a merchant specialist. Your treasury will be about +4 gold. Assign a specialist as soon as the Market is done in the first city. You should be at +10 gold right up until you found the second city.
Start cottage spamming as soon as Education comes on line. Cover any unneeded farms. Chances are good you will hit Education early. Build your academy or settle in the capital, according to your tech strategy preferences.
Repeat earlier pattern with the second city.
You should pop a Great merchant about the same time as the second city founds. Settle it immediately. If your second city is a GP farm, put it there because the extra food will help with specialists. If not, settle it in the capital. You should still be at 100% research and pulling in +12-15 gpt and have a nice fat treasury by this point.
Bronze is next, so you can start building in wooded terrain.
As soon as you can, start building temples. Switch the merchants to priests. They make almost as much gold, the hammer is quite useful, and you need at least one Prophet to build a shrine. Your GP farm should soon be able to support 3 specialist - 2 priests and a merchant (pagan temple, Kilmorph temple, market) - for a nice, fat GPP rate.
Continue to expand.
I find that I end up in first or second place in points, get Writing first for the Great Sage, found at least the Runes of Kilmorph, sometimes found another religion, with 4-6 cities, 90-100% research, and plenty of gold in the vault (usually 150-250 per city, depending on how fast I was able to expand).
From that position you can either go for a metal/warfare route immediately, head for religious techs/disciple force since you're right by Priesthood (Stonewardens with Spiritual Hammer healing catapults), or go for economic techs and more expansion (possibly with a later Boarrider force if you have pigs).
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As noted, there is some slack in the strategy. The above assumes that you have a decent land mass that allows for some good defensive positions and/or choke points where a Warrior or two can expect to hold off a fair number of barbs. You can build more warriors if you are stuck in a spot with wide open terrain or if a lair gets established too close to your borders before you can clear it.
Likewise, there is some slack in the tech paths. Early on the tech order isn't all that important because you'll research several before a worker is out. With those settings you should still hit most of your "here first" tech goals even with modest diversions. You can head for Animal Husbandry or Calendar or something if you have a resource that could benefit you strongly.
As an example, in my last test run I started on the coast with good seafood so I started for Fishing and worked in some boat production with the warriors. I also picked up Animal Husbandry and Calendar (and I think I picked up Horseback Riding - I wanted to get Trade quickly and I had pigs so wanted to work towards Boar Riders) before heading for Orders from Heaven and only missed founding the Order by a couple of turns. When I shut down I was in second place in points (700 to 800, everyone else down in the 500s), had 5 cities with axemen guarding each, a settler en route to a new site, a small military force (but decent for that stage of the game), about 1200 gold, 100% research rate and positive cash flow.
Of course, if you end up pounded by Barbs, or you end up in terrain where you absolutely must have a different tech path (I had one game with literally no unwooded squares in the fat cross except a wheat resource), the turtle up option is still available. Just keep in mind that expansion and Khazad are not antithetical.
I hope that helps.
The basic concept is to start with a specialist economy, using markets and merchants to fuel the expansion and fill the vaults. I'll outline the ideal setup, but there is enough slack in the plan to divert for a couple techs and/or additional defensive builds if needed.
====
Settings: monarch, standard, fractal, normal speed
Techs: Agriculture, Festivals, Mining, Education, Writing, Exploration, Bronze, Earthmother, [I've blanked on whether you need Philosphy to get Earthmother but if not, Philo is next], remaining worker techs. Head to warfare tech if you want that, or to Orders from Heaven if you want a second religion.
Capital Build: warrior, warrior, warrior, worker (at size 3-4), settler, market, warrior, settler, warrior, worker, warrior, temple, settler, worker
1st city build (GP farm or Tech city): market, warrior, temple, warrior, temple
2nd city build (production or tech): market, warrior, temple, warrior
Actions:
Send the warriors to scout. First warrior build guards the city. Send the second to a good fogbuster location, ideally your intended first city site. You should have popped enough huts to keep your happiness from being a major problem and to fuel expansion until you get the merchants going.
The third warrior is either a fogbuster or a replacement due to a bear/spider/whatever loss.
Send the worker to build farms. You don't have any other worker techs, so you have plenty of time. Chances are you will have enough forests that squares to improve will be few until Bronze Working. Build farms everywhere available. You can always go back and cottage over them later. Once you have at least 2 excess food to support a merchant specialist, you can move towards the intended area for the first additional city. If you're lucky, your capital borders may have even expanded to cover some of the new city site's land and you can pre-farm for the new city. If you haven't had to divert for game requirements you might even have Mining and be able to mine non-forested hills.
Settle the new city with the pre-positioned warrior to protect it. Farm with the worker to the point of 2 extra food.
Your treasury will be losing a couple gold per turn. You should have enough to hold on until the Market is completed in the capital. Immediately assign a merchant specialist. Your treasury will be about +4 gold. Assign a specialist as soon as the Market is done in the first city. You should be at +10 gold right up until you found the second city.
Start cottage spamming as soon as Education comes on line. Cover any unneeded farms. Chances are good you will hit Education early. Build your academy or settle in the capital, according to your tech strategy preferences.
Repeat earlier pattern with the second city.
You should pop a Great merchant about the same time as the second city founds. Settle it immediately. If your second city is a GP farm, put it there because the extra food will help with specialists. If not, settle it in the capital. You should still be at 100% research and pulling in +12-15 gpt and have a nice fat treasury by this point.
Bronze is next, so you can start building in wooded terrain.
As soon as you can, start building temples. Switch the merchants to priests. They make almost as much gold, the hammer is quite useful, and you need at least one Prophet to build a shrine. Your GP farm should soon be able to support 3 specialist - 2 priests and a merchant (pagan temple, Kilmorph temple, market) - for a nice, fat GPP rate.
Continue to expand.
I find that I end up in first or second place in points, get Writing first for the Great Sage, found at least the Runes of Kilmorph, sometimes found another religion, with 4-6 cities, 90-100% research, and plenty of gold in the vault (usually 150-250 per city, depending on how fast I was able to expand).
From that position you can either go for a metal/warfare route immediately, head for religious techs/disciple force since you're right by Priesthood (Stonewardens with Spiritual Hammer healing catapults), or go for economic techs and more expansion (possibly with a later Boarrider force if you have pigs).
===
As noted, there is some slack in the strategy. The above assumes that you have a decent land mass that allows for some good defensive positions and/or choke points where a Warrior or two can expect to hold off a fair number of barbs. You can build more warriors if you are stuck in a spot with wide open terrain or if a lair gets established too close to your borders before you can clear it.
Likewise, there is some slack in the tech paths. Early on the tech order isn't all that important because you'll research several before a worker is out. With those settings you should still hit most of your "here first" tech goals even with modest diversions. You can head for Animal Husbandry or Calendar or something if you have a resource that could benefit you strongly.
As an example, in my last test run I started on the coast with good seafood so I started for Fishing and worked in some boat production with the warriors. I also picked up Animal Husbandry and Calendar (and I think I picked up Horseback Riding - I wanted to get Trade quickly and I had pigs so wanted to work towards Boar Riders) before heading for Orders from Heaven and only missed founding the Order by a couple of turns. When I shut down I was in second place in points (700 to 800, everyone else down in the 500s), had 5 cities with axemen guarding each, a settler en route to a new site, a small military force (but decent for that stage of the game), about 1200 gold, 100% research rate and positive cash flow.
Of course, if you end up pounded by Barbs, or you end up in terrain where you absolutely must have a different tech path (I had one game with literally no unwooded squares in the fat cross except a wheat resource), the turtle up option is still available. Just keep in mind that expansion and Khazad are not antithetical.
I hope that helps.