[SIZE="3"]Future Plans[/SIZE]
(or "where do we go from here?")
This post will talk about the paths in which I plan to take the next steps of the game. As you can notice while reading my previous posts, I change my mind a lot, even regarding some key game issues (going from "kill Kurios" to "Kurios are my best friends" - the wrong GPP needed post and so on), but that doesn't mean plans are useless. If you have a plan, you have some kind of parameter to compare your changes of mind, so you can know what are you gaining and losing with the changes.
In a shorter way to say it, it's very likely that I'll change my min about this. These plans aren't written in stone or anything.
So, we are going to start with a "how do I plan to win this game?" section. After that, there'll be sections related to more specific subjects. Let's start, then.
[SIZE="2"]1. How do I plan to win this game?[/SIZE]
I wish I knew
.
As much as the above comment seems like a joke, it surely shows one of the worst problem while playing the Khazad. It seems that the dwarves weren't made to win the game. "Why?", you ask. Well, first let's remind ourselves of the ways in which we can get a victory in FfH:
So, let's talk a bit about each of this conditions and how the Khazad fail at getting them.
Tower of Mastery is the big NO of the Khazad. The Khazad are the worst magic users of the whole game. They can't get mages and archmages, that means only level 1 spells if you don't have a religious archmage. They barely benefit at all from going down the arcane line, which is needed for the tower victory. And they can't even get the metamagic lvl2 spell - if not for a religious archmage), which can convert already used mana nodes to the default ones (a must for Tower of Mastery victory). It's not impossible, but is certainly not doable on multiplayer, unless I already won the game by domination or conquest anyway.
The Altar victory suffers from a similar problem. The dwarves aren't that good in generating great people and they don't benefit that much from the religious line. The fact that the last parts of the altar require the arcane line top technologies makes it even worst. In a few words, too much tech, too few gains, the same as the Tower victory.
Religious Victory is impossible in multiplayer, unless I've already won by conqust/domination. Period.
Cultural victory might be possible, seeing as the Khazad can get some very productive cities. But to be sincere, I don't know much about FfH cultural victories and I don't see myself going for one. It won't be an option for now, maybe if the situation changes.
Conquest/Domination are almost the same thing. This is probably the way that I'll be heading in this game. The late game Khazad can sure have a very powerful army, even without magic and with bad mobility. The problem is (yes, there's always a problem with the Khazad) that Dwarven Vaults are like an anti-domination victory. Each city you add to the empire is more likely to make all the others less productive. That's really annoying and makes expansion something not as obvious as it normally is in civilization. Of course, dwarven vaults won't be that much of a problem if I have a powerful empire, but it's a problem to overcome, nonetheless. So, maybe going for a conquest victory, only keeping a core of highly productive cities could be better. Of course, talking about it is always the easiest part.
I can hope fore a winner declaration victory too, if the other players nominate myself the victor after I have a sufficient powerful empire. Any resilient opponents would make this less feasible, but it's not that impossible to happen. It's a perfect type of victory for a civilization that can get itself into a winning position, but can't manage to actually win the game.
That being said, my actual victory condition is still unknown. I'll probably have to annex one neighboor or two to put myself in a winning position, regardless of which condition I choose, so that's what I'll be looking (and planning) for in the next turns.
[SIZE="2"]2. Technology[/SIZE]
In the technology department, I have selected a few goals to reach, both short and long term. These goals will be the decisive factor behind my choices. I'll present them to you, so you can decide if you agree with the goals and if you agree with the way I plan to reach these goals. The ultimate goal of all the plan is to get a good economy that can make expansion a good thing, regardless of the terrain that I expand into.
a. Short term Goals:
b. Long Term Goals
Desired Tech Path:
Well, that's certainly a lot of beakers and it'll keep me busy for a long time. I'm aware of that, rest assured. But all those techs are needed if I want even a decent economy. This game has a slower pace than the other FfH games that are currently being played, because the terrain is very bad. Every possible solution will take a lot of time to be implemented. If everything comes across as planned, we'll be in a very good position and we'll be able to start thinking properly about how to actually win the game.
Note: the last part of this post will be made later. I'm tired after having written all this, so I hope you can understand. I'll edit the rest here when I'm able to.
(or "where do we go from here?")
This post will talk about the paths in which I plan to take the next steps of the game. As you can notice while reading my previous posts, I change my mind a lot, even regarding some key game issues (going from "kill Kurios" to "Kurios are my best friends" - the wrong GPP needed post and so on), but that doesn't mean plans are useless. If you have a plan, you have some kind of parameter to compare your changes of mind, so you can know what are you gaining and losing with the changes.
In a shorter way to say it, it's very likely that I'll change my min about this. These plans aren't written in stone or anything.
So, we are going to start with a "how do I plan to win this game?" section. After that, there'll be sections related to more specific subjects. Let's start, then.
[SIZE="2"]1. How do I plan to win this game?[/SIZE]
I wish I knew

As much as the above comment seems like a joke, it surely shows one of the worst problem while playing the Khazad. It seems that the dwarves weren't made to win the game. "Why?", you ask. Well, first let's remind ourselves of the ways in which we can get a victory in FfH:
- Domination
- Conquest
- Tower of Mastery
- Altar of Luonnatar
- Culture
- Religious Victory
So, let's talk a bit about each of this conditions and how the Khazad fail at getting them.
Tower of Mastery is the big NO of the Khazad. The Khazad are the worst magic users of the whole game. They can't get mages and archmages, that means only level 1 spells if you don't have a religious archmage. They barely benefit at all from going down the arcane line, which is needed for the tower victory. And they can't even get the metamagic lvl2 spell - if not for a religious archmage), which can convert already used mana nodes to the default ones (a must for Tower of Mastery victory). It's not impossible, but is certainly not doable on multiplayer, unless I already won the game by domination or conquest anyway.
The Altar victory suffers from a similar problem. The dwarves aren't that good in generating great people and they don't benefit that much from the religious line. The fact that the last parts of the altar require the arcane line top technologies makes it even worst. In a few words, too much tech, too few gains, the same as the Tower victory.
Religious Victory is impossible in multiplayer, unless I've already won by conqust/domination. Period.
Cultural victory might be possible, seeing as the Khazad can get some very productive cities. But to be sincere, I don't know much about FfH cultural victories and I don't see myself going for one. It won't be an option for now, maybe if the situation changes.
Conquest/Domination are almost the same thing. This is probably the way that I'll be heading in this game. The late game Khazad can sure have a very powerful army, even without magic and with bad mobility. The problem is (yes, there's always a problem with the Khazad) that Dwarven Vaults are like an anti-domination victory. Each city you add to the empire is more likely to make all the others less productive. That's really annoying and makes expansion something not as obvious as it normally is in civilization. Of course, dwarven vaults won't be that much of a problem if I have a powerful empire, but it's a problem to overcome, nonetheless. So, maybe going for a conquest victory, only keeping a core of highly productive cities could be better. Of course, talking about it is always the easiest part.
I can hope fore a winner declaration victory too, if the other players nominate myself the victor after I have a sufficient powerful empire. Any resilient opponents would make this less feasible, but it's not that impossible to happen. It's a perfect type of victory for a civilization that can get itself into a winning position, but can't manage to actually win the game.
That being said, my actual victory condition is still unknown. I'll probably have to annex one neighboor or two to put myself in a winning position, regardless of which condition I choose, so that's what I'll be looking (and planning) for in the next turns.
[SIZE="2"]2. Technology[/SIZE]
In the technology department, I have selected a few goals to reach, both short and long term. These goals will be the decisive factor behind my choices. I'll present them to you, so you can decide if you agree with the goals and if you agree with the way I plan to reach these goals. The ultimate goal of all the plan is to get a good economy that can make expansion a good thing, regardless of the terrain that I expand into.
a. Short term Goals:
- Happy Cap
- Capital Growth
- Exploration of the Map
- Religion
b. Long Term Goals
- Food Issue Solution
- Bad Terrain Issue Solution
- Economy
- Culture Issue Solution
Desired Tech Path:
- Finish Festivals
Why? Financial Markets and Carnival (albeit unlikely that I'll be building those in the near future - Edit: Carnivals, I mean. The markets will be finished as soon as possible)
Helps with? Economy
- Hunting
Why? Hunting is a very expensive tech (i'll need 10/11 turns to complete it) and it kind of get away from the usual dwarven tech path. But the benefits will be big. First of all, I have 2 hunting resources already in my civ borders (deer and furs) and I'll probably have Ivory in my borders too. Hunting loses value a lot of games due to the player not having the resources near. That's not the case.
The deer is actually in Boatmurdered's BFC. It can give a good boost to the very low food surplus of the capital (from 5 to 7). This goes hand in hand with the plan of building a Hunting Lodge in the capital. The fur happiness will be doubled and the deer health will be doubled with it, so Boatmurdered can grow to size 7 (probably working deer/wheat/4 cottages/plains hill mine to get increased production and fast settlers). And we'll be able to build hunters and the very, very important hawks. The hawks, which are very cheap, will finally let me map my surroundings properly. The hunters, which will have subdue animal from the get go (agressive + apprenticeship) will add a very good hapiness and culture boost in the form of animals. If i get enough bears, the culture issue will be solved for a long time (bears don't require carnivals to be settled) and further animals will increase the overall happy cap.
So, Hunting gives a lot of benefits and I feel it's the right time to use them. It'll delay the religion, of course, but that's why I signed the non compete agreements. A more developed capital will help me with meeting the RoK spread deadline I have with the other players too.
Helps with? Capital Growth, Exploration of the Map, Happy Cap, Culture Issue Solution.
- Mining -> Way of the Earthmother
Why? Well, I need to get the religion sometime. It seems like the appropriate time. It'll give gold bonuses and a happy cap increase (better with the religion civic).
Helps with? Economy, Religion, Happy Cap
- Cartography
Why? The real reasoning behind teching cartography is to be able to keep my deals with the other players (the religion spread ones). If I manage some trade routes and possible resource deals, that's even better. Maybe some map trades could be in order too.
Helps with? Economy (possibly), Exploration of the Map (possibly).
- Code of Laws
Why? Yes, I was obliged to fold. I'll be using Aristocracy in this game. Of course, it won't be used as early as normal and it won't be the obvious solution, but it'll be used, nonetheless. The thing is, if I can grow my cities with my improved happy cap, I need to work tiles with at least 2 food. 2f/1h/c farms aren't the things I'm looking for when I think about growing, so i need better tiles. Agrarianism + Aristocracy will give me 2/0/4 tiles and that's good enough (remember that commerce is extra important in this particular game). I'll be able to grow on this farms while still getting better economically.
As you can see, the technology after Code of Laws will be the very expensive Drama. I'll need a better economy to get it in a decent amount of time and Aristocracy is the way to do it.
Helps with? Economy, Food Issue (will need sanitation to really solve this).
- Drama
Why? Why would I tech 1 tech for a certain amount of beakers if I can tech 2 techs for less beakers? That's the logic behind behind going Drama and bulbing Sanitation with the free Great Bard. Drama will also definitely solve the cultural issue, since I'll be able to build culture. NOTE: If someone else gets the Great Artist, I'll skip this.
Helps with? Economy and Food Issue (indirectly), Culture Issue Solution.
- Bronze Working
Why? Prerequisite to Sanitation, it's faster then getting Masonry and Construction, albeit less useful. Bronze Warriors will be helpful, though.
Helps with? Economy and Food Issues (indirectly).
- Bulb Sanitation
Why? Sanitation gives +1 food to farms. This is the KEY tech in this map. I'll be able to build 3/0/3 farms or 3/1/0 farms, finally giving me a spammable food improvement. Food issues will be definetely solved and the economy will prosper. Getting sanitation early will make me jump ahead in demographics against every player that doesn't do the same. I really hope that my opponents don't realize the value of sanitation and go for other techs.
Helps with? Food Issues and Economy.
- [COLOR="Cyan"]Masonry -> Construction
[/COLOR]
Why? Being able to build the scary trebuchets is certainly a nice prize, but the true reason behind getting construction is chain irrigation. Spam farms everywhere will be the selected course of action.
Helps with? Food Issue, Economy.
- Knowledge of the Ether
Why? The last tech of the plan. It has a simple purpose, transform desert into plains with spring adepts. This (combined with sanitation and construction) will make almost every spot in the map proper for expansion, including some with some nice resources. Seriously, the map is covered in desert. It's so bad that I'm going for KotE with the Khazad.
Helps with? Bad Terrain Issue, Food Issue, Economy.
Well, that's certainly a lot of beakers and it'll keep me busy for a long time. I'm aware of that, rest assured. But all those techs are needed if I want even a decent economy. This game has a slower pace than the other FfH games that are currently being played, because the terrain is very bad. Every possible solution will take a lot of time to be implemented. If everything comes across as planned, we'll be in a very good position and we'll be able to start thinking properly about how to actually win the game.
Note: the last part of this post will be made later. I'm tired after having written all this, so I hope you can understand. I'll edit the rest here when I'm able to.