Of course this is related to your starting location, but:
If you pick Dwarfs - Spellweaver - 2 Sorc (Focus Magic) - rest Nature,
and get 2 Crysx or 3-4 Quork Crystals, then the game appears easy - like 80 Power after buying miners guild on turn 5?
Which dwarf setting do you consider the strongest?
You need transmute, I think; but how about:
Ominscient (accelerates your city growth, of which dwarfs are in desperate need - maybe pick 1 Chaos book instead of sorcery)?
Alchemy (because sometimes you have 3 diamonds and no ores)?
In any event, with a good starting location, games should be winnable, even on impossible:
Rush good nature summons research (Spiders and Focus magic eg or Lizards); earth lore everything and send task forces to the enemy (in the meantime, build new cities next to ores). Might not be fast enough on lunatic though, but in one game I defeated 2 enemies with 2 stacks of land linking spiders.
If you pick Dwarfs - Spellweaver - 2 Sorc (Focus Magic) - rest Nature,
and get 2 Crysx or 3-4 Quork Crystals, then the game appears easy - like 80 Power after buying miners guild on turn 5?
Which dwarf setting do you consider the strongest?
You need transmute, I think; but how about:
Ominscient (accelerates your city growth, of which dwarfs are in desperate need - maybe pick 1 Chaos book instead of sorcery)?
Alchemy (because sometimes you have 3 diamonds and no ores)?
In any event, with a good starting location, games should be winnable, even on impossible:
Rush good nature summons research (Spiders and Focus magic eg or Lizards); earth lore everything and send task forces to the enemy (in the meantime, build new cities next to ores). Might not be fast enough on lunatic though, but in one game I defeated 2 enemies with 2 stacks of land linking spiders.