Khazad Suggestion

Zechnophobe

Strategy Lich
Joined
Sep 1, 2006
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Goleta, California
So, one of the weakness of the Khaz is they have little to no Arcane support.

So here's my thought: Could they get a Unique Adept unit that can use Bronze-Iron-Mithril weapons?

Seems it'd be an interesting way to make their arcanes a bit more interesting, than just Law Node makers.
 
Law Nodes give a bonus to each city in my empire. Earth would give a strength bonus to up to 4 druids.

And I'm still as of yet to get a mineral boost in any of the games I've played with the Khaz, with at least 2 earth nodes. Unless they increase exponentially, I'm not horribly impressed.
 
It is a very sickening rate when you get up to 4 or 5. And since every city will have multiple mines in range, it is still a boost to all cities, PLUS 4 units (and their 4 summons).

Agreed - think I had 9 once, which resulted in over a dozen gold mines in a fairly small empire (after Transmuting the Copper as well).
 
NINE? How could you get 9 nodes in a fairly small empire? 2 from palace/RoK I'm guessing, but 7 more?

I conquer almost an entire continent and a half, in a 2 continent map, and only could get something like 7 nodes, and that's with more than half the worlds land area! At that point a few extra gold nodes still isn't as impressive as working down the colonial expenses on the empire down towards potentially 0.
 
Heh. I moved Rites of Oghma to writing, gave it a cost of 2, and allowed it to be built twice and still I don't seem to have much mana in my lands. :P
 
Although I wouldn't oppose a unique adept for them, I don't think the dwarves are weak. I just look through the civ balance survey thread, and very few people put them below a five, and many people put them between 7 and ten (inclusive) so I think the general opinion is they are not underpowered. The direction you go on the tech tree needs to be modified, though.

If you want to give them a little more benefit from the magic line, maybe they could have a unique dwarven mage that is a national unit, limiting it to four at a time. Even dwarves occassional get someone who can do magic. But again, I don't think it is needed from a balance point.
 
Heh. I moved Rites of Oghma to writing, gave it a cost of 2, and allowed it to be built twice and still I don't seem to have much mana in my lands. :P


what map you are playing on really makes a difference. I switched from ..gosh now I don't remember the name of it, one of the player made ones at any rate, to Pangea and it makes a HUGE differnce.
 
The dwarves could use a hero with Channeling 2. That way there would be some incentive to pursue other Mana types but the world would not be threatened by armies of dwarven Mages.
 
I think it stylish that they have bad mages. But they are the only race, that can´t upgrade their Empire with druids or mages. It would be great, if their druids could do something with montains or raise hills.
 
The one thing thing that is annoying about the Khazad is how much worse cannons are than trebuchets (?) - the thing you use them for is their high withdrawel, not pure strength. But, to maximize production, you want the extra hammer with blasting powder.
It would be nice if trebuchet didn't obsolete.
 
If you have a lot of flood plains I think it's worth it to switch to Esus for the Dwarven shadows (I know you don't have to have Esus has your state religion to build them, but it sure makes it a lot easier) and Gibbon (for vitalize and other channeling 3 spells). The open borders sneak attack is also nice for the slow moving seige units.
 
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