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And they're too proud to be thanes! Here's a ritual idea that makes them a little more than "strong-dumb councilors".
"Jarl of Men": Cast on a King's Castle, become a stationary Jarl. Breeds the human unit "Adopted Son" over time. Rather than offering extra mercenary recruitment like the Thane does for huskarls, the Jarl has a ritual that promotes Huskarls to Adopted Sons for gold, maybe a little iron.
Adopted Sons are heavily armored human soldiers with snow+mountain move. They bring a javelin and a two-handed axe to the field.
For chosen, they will be further specialized to front line leaders that can be promoted by Rune Smiths into powerful champions that are good candidates to be decked out in magic items. Current plan is to move them to front rank even before the champion promotion, drop their ability to found new colonies, and buff with additional HP and some local leadership.
For councilors, there will be an addition of many more terrain specific promotions they can undergo in addition to "Thanes", some of these will allow for new promotions for dwarf workers or mixed gem armors/weapons. Should make them a more interesting and appealing use of emeralds instead of solely for quickly founding colonies when no Chosen are available or there's a particularly good spot/need for a Thane.
As a catch-up mechanic, councilors will also be offered for recruitment if all dwarf queens have been lost.
Going to double post instead of writing a wall.
Thematically, the following benies make sense for a Priest of Dvalin in order of appropriateness:
-Access to and/or synergy with Chosen.
-Diamond Production
-Providing human units
Here is some brainstorming in those directions, in order of my favorite ideas:
Blessing mechanic--Chosen and Champions would now be blessed units (maybe Wives of Dvalin and priests too, though this matters less). Since they would be the ONLY blessed dwarf units, short of finding a shawl, the blessing mechanic would be all about them. I think that fits nicely with their connection to temples.
Priests would be able to upgrade the blessing somehow--perhaps a ritual like the Voice of El's, that is shared among them but gets more expensive with each cast. This one would cost diamonds instead of gold though.
Alternatively, it could be a side effect of other rituals (this next one being a prime canditate).
Conversion to Dvalin-temple terrain. This would be possible on non-citadel temples, like Ancient Temples and Cave Temples. It does the double-duty of adding gem income and a place for runesmiths to work.
Thematically, it makes sense for it to cost Iron and Emeralds. I like the idea of making the ritual take multiple levels--the first step would just unlock the second, and take a bunch of AP. The second would actually do the effect. This represents the priest needing lots of time to all that statue carving, and adds some mechanical depth by making you protect the same priest or risk losing your progress.
Lastly, I thought about the dwarf priest enabling the recruitment of a human priest of dvalin, who could spread dvalin-worship to human towns. This could lead to... economy? More huskarls? An elite, blessed, huskarl variant? Not sure.
Instead of gaining Dwarf magic 3, instead they get lv 2 casting in Frost magic and Gold magic respectively.
Spark Forge: Must be done on a space with a smith. Summons a fire spirit-like “Forge-Spirit” that has +1 gem and gold magic 1. Stationary, 1/tile. Not sure exactly how the gem economy mechanic works, but if it takes 30+ turns to pay for itself, it's about right?
I hadn't considered unique rituals yet but that also has potential. Unfortunately the ability to add resource incomes to units is very strangely missing certain resources, so gems and sacrifices can only be done with terraforming or through just gaining trade instead.
But their statline doesn't seem to reflect that. They trade the (very valuable) shield for +1 hp and an ever so sliiiiightly better weapon.
I still pick them, because they SEEM to have a clear niche as an answer to melee brutes like trolls... they perform fine in this role! But with only 1 less damage I wonder if the cheaper "Dwarves" might not be able to do any job the "Warriors" do almost as well.
That's not even touching on the fact the (cheaper!) "Dwarves" are BROADLY the better, more versatile choice, since, y'know, shields.
But I actually think that Warriors might be fine as-is... it's the "Dwarves" that are too strong! They are cheap, armor 2, and have all around decent stats. Ratcheting their damage down by 1 point would leave them plenty viable while giving the Warriors more room to fill the "big axe" niche.
Once you are established the big limitation on fielding soldiers is your iron income, not your dwarf babies, in my experience.