Khazad vs Luch is a joke

Comparatively, the Elves can transform all their forests into strength 11 units for 4 turns...Available on turn 1...WTH? PLEASE put some sort of tech pre-req on the elven world spell so there isn't an early ganking. But I digress.

Would that really work though? They would only move 3 (4?) squares each and for the inner ring squares they would barely leave the empire and the outer ones may or may not actually reach an enemy empire. I thought this was a more defensive spell than offensive...
 
Which I would like is that when luchuirp city has those upradge buildings, it doesnt give promotions to golems when you build them but you need to buy the upradges with money. That would give the player control that do they want to buy example. 10 golems a cover promotion or do 1 super golem.
 
I concur, but they would also need several more promotion granting buildings, and paying to retrofit golems with those promotions shouldn't be too expensive. ALso, a few promotions should probably be mutually exclusive (Heavy and Light, for example)
 
It seems the Khazad world spell has been improved for 0.31
 
The problem with the Khazad is not the world spell, it's the Khazad civilization instead. Say what you want about specialising in Earth nodes, getting strong melee units and all that sort of other stuff. All of these things can just as well be done with any other civ. That doesn't make them powerful, it just means you named a powerful overall strategy (which I give you credit for). You have not explained how the vaults add to this strategy either.

In a nutshell, they can't do anything unique and what they can do, so can everyone else, and they don't do it better either.

Would suggesting +1 commerce to all mines currently in their cultural borders be overpowered for them? I really think not.
 
Vaults give fantastic GPP and production bonuses. Kazhad can out-produce any other civ. (and with guild of hammers its even more sickening).
 
Vaults can add +40% production, +3 Happy, and +25% gpp. That is awesome. Also the dwarven smithy in the melee line adds even more hammers.
Edit- Whohoo! First cross-post.
 
Yeah no civ can outproduce the Khazad, and they get a nice happy and GPP bonus as well.
 
Having played both civs, each has their own benefit. The GP boost from Arete and from overflowing vaults gives Khazad a steady flow of great people, and if you founded Runes, you get all those great prophets to speed through building the Altar of the Luonoutar (spelling?). Then you add the production bonus, and you can get most world wonders worth a damn. I have always liked winning based on manufacturing capability (under the idea that if you can make more units, you can win any war) and Khazad is the best for that.

As for Luch, I love any civ whose worker unit could become a war fighting unit if necessary - I mean if you get a fire node and build the blasting workshop even you mud golems can cast fireballs. A big enough group of even cheap wood golems can then crush any city defense and sit two squares away pounding the defenses before the other side can build magic defenses.
 
The Khazad are one of my favorite civs in FfH. Once their vaults are overflowing they really start rolling. The obvious synergy with the Runes religion and the associated civic makes them that much better.

Sure they have less powerful mages. Sure their world spell is not as powerful as others. There's more to FfH than all the new spell casting features.
 
If the khazad are truly underpowered, why not make it so the have a better chance of their earth node's passive ability being activated.
 
they are clearly not under-powered :)
 
I agree, if anything the Luichurp need the extra help. The Khazad worldspell is only useful if something happens to suddenly drain a bunch of your cash and drop you out of Overflowing. You can cast it and hopefully get back there.
 
Luichurp get 6 (six) national units at machinery. (Crossbow and Berzerker UU)
 
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