Dwarf tech tree

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Sunrise Samurai
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Dwarf tech tree

Post by Sunrise Samurai » Wed Apr 25, 2018 4:24 pm

Quick list of initial techs dwarves need to catch up to other races. This post will be updated as needed
Dwarven weapon smithing (1-2)
Cost 4/6 at dwarf craftsman
+1 power to all melee cavalry, infantry, and all archers (no range increase though.)

Dwarves construct impressive weapons through the use of unique metal alloys.
Rune of power
Cost 5 at rune Mason
+1 power to all melee cavalry, infantry, and all archers

Through the use of magical runes, dwarves can further enhance the power of their weapons.
By separating the techs into 2 at the craftsman and one at rune mason, a dwarf player can be allowed to speed research if they so choose. It's also a different approach from the elven craftsman upgrades.
Lighter missiles
Cost 5 at craftsman
Requires dwarven weapon smithing 2
+2 range to all archers

A mythril alloy is used for arrows and bolts, enabling them to fly further while still penetrating armor as effectively.
Dwarves aren't going to be quite so good at archery, so their range upgrade comes late, and only +2
Dwarven armor smithing (1-2)
Cost 4/6 at craftsman
+1/1 armor to all non machine, non magical units. (In other words, no golems, ships, zeppelins, etc. But upgrades your cavalry, infantry, archers, clerics, and whatever else.)

Dwarven armor is the finest in the land, being light enough for an elf to bear easily, yet hard enough to deflect the blows of an orc.
Glyph of protection
Cost 5 at rune mason
+1/1 armor to EVERYTHING!

A powerful rune is applied to protect it's bearer from harm. It can be placed on anything from a chain or brick to armor plates.
Yes, blanket armor upgrade. This is the first upgrade dwarves should seek, followed by the slightly less widespread blacksmith version
Improved gunpowder mixture (1-3)
Cost 4/6/8 at craftsman
+2 damage per level to all gunpowder units

Some dwarves like to see things blow up. These can usually be found imbibing a flaming brew that is nearly as explosive as the gunpowder formula they constantly seek to improve.
Rifling
Requires improved gunpowder 2
Cost 5 at craftsman
Removes 15% accuracy penalty to all applicable gunpowder units

Spiral grooves in the barrel of a gun cause the bullet to spin, providing a much more stable flight and resulting in a significant improvement in accuracy.
Reach
Copy from humans, but in dwarf barracks.
Militant priesthood
Cost 6 at rune mason
Upgrades dwarf priests to clerics, will also unlock future units like monk

Dwarven religion is renowned for emphasis on destruction of anything unholy. It's membership and clergy alike are trained in combat techniques while they learn the path to enlightenment
Last edited by Sunrise Samurai on Mon Apr 30, 2018 6:54 pm, edited 4 times in total.
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Re: Dwarf tech tree

Post by Sunrise Samurai » Wed Apr 25, 2018 5:14 pm

Anything I missed?
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Re: Dwarf tech tree

Post by makazuwr32 » Wed Apr 25, 2018 5:16 pm

Looks good, i like this exept of gunpowder research (both place, cost and penalty reduce - last one must be separated because not all gunpowder unit will have this)

For siege workshop:
Fire grenade (requires level 2 or higher "Advanced Gunpowder")
Cost 4 turns
Unlocks "Fire Grenade" ability on Battle Tanks
Advanced Plate armor (1-3)
Cost 4/6/8 at dwarf craftsman
Gives 1. +1 melee armor 2. +1 melee and +1 piercing armors 3. +1 piercing armor
To all land/amphibious mechanical units, doesn't affect air units at all.
Flexible joints
Researchable at Siege workshop for 6 turns
Gives Battle Golems +1 action/turn and +1 speed
Self Repair System
Researchable at Siege workshop for 6 turns
Gives Mithril Golems Regeneration passive (10% of max health recovery at the beginning of each turn)
Power Fists
Researchable at Siege workshop for 6 turns
Gives Assault Golems +5 damage and +1 power range (up to total 2)
Advanced Plating (requires Advanced Plate Armor 2)
Researchable at Siege workshop for 4 turns
Gives Armored Golems +2/+2 Armor
Underwater physics
Researchable at TC, Siege Workshop for 4 turns
Unlocks Submarines
Barrage upgrade
Researchable at Siege workshop, TC for 8 turns
Adds Siege Engines "Barrage" ability
Advanced Engine
Researchable at TC, Siege workshop for 8 turns
adds +1 speed and +1 capacity to Steam Tanks
Last edited by makazuwr32 on Fri Jun 08, 2018 9:46 am, edited 1 time in total.
Specifically for not so genious persons
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Re: Dwarf tech tree

Post by Sunrise Samurai » Wed Apr 25, 2018 6:10 pm

Looks good to me, but we need siege workshop now, plus the golems, tank, sub, etc.
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Re: Dwarf tech tree

Post by Sunrise Samurai » Thu Apr 26, 2018 2:38 am

Editing gunpowder upgrades to craftsman for now, as that building actually exists currently.

Went 4/6/8 instead of 3/6/9 because I think 3 is just a bit too cheap early on, and 9 is just a bit too expensive even for late game

Also added rifling, to give a real science to our accuracy fix, and explain how one tech makes a huge difference in accuracy.
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Re: Dwarf tech tree

Post by makazuwr32 » Thu Apr 26, 2018 4:51 am

I think about 9 cost because some uniys (helicopter for example) will benefit huge from gunpowder.
But 4/6/8 has total cost same so i don't mind.
Specifically for not so genious persons
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Re: Dwarf tech tree

Post by Skelegonsans » Sun Apr 29, 2018 2:33 pm

Ohh. I like those. Nice job Sunrise
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Re: Dwarf tech tree

Post by Sunrise Samurai » Mon Apr 30, 2018 7:39 pm

Added militant priesthood.

As an experiment, can militant priesthood give +1/1 armor to all magic users, but dwarf magic users have base stats adjusted to have this give them the intended stats. This means if stolen, other races get something from it. If it works, I want to expand the concept to universalize techs and make stealing a viable option.
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Re: Dwarf tech tree

Post by Skelegonsans » Tue May 01, 2018 2:07 am

That sounds interesting.
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Re: Dwarf tech tree

Post by makazuwr32 » Tue May 01, 2018 6:33 am

Sunrise Samurai wrote:Added militant priesthood.

As an experiment, can militant priesthood give +1/1 armor to all magic users, but dwarf magic users have base stats adjusted to have this give them the intended stats. This means if stolen, other races get something from it. If it works, I want to expand the concept to universalize techs and make stealing a viable option.
Then each race needs stealing and anti stealing techs in their base researchable.

About cleric and priest:

I still think that cleric and priest must be separate units;
Cleric with far more potent healing (20-25 hp, can be named as "rune of healing") and disenchant for 2 turns, can research exorcism.
Priest with less powerful basic healing (10 hp) and few support spells, no exorcism, cost 3 or 4 turns.
Specifically for not so genious persons
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Re: Dwarf tech tree

Post by Sunrise Samurai » Tue May 01, 2018 10:22 am

One of those unlock units will be a more expensive support caster, like what you're looking for. I'm still trying to think it out.

And yes, stealing and anti stealing techs are an additional step. I want to be sure we can balance stealing with, say, orcs, who only have unit upgrades.
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Re: Dwarf tech tree

Post by General Brave » Fri Jun 01, 2018 6:24 pm

?
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Re: Dwarf tech tree

Post by Skelegonsans » Fri Jun 08, 2018 3:00 am

you think you can implement all of that, general?
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Re: Dwarf tech tree

Post by General Brave » Fri Jun 08, 2018 3:16 am

Think I can, hopefully you guys could find or make some images that I can use to go with these.
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Re: Dwarf tech tree

Post by samuelch » Fri Jun 08, 2018 8:12 am

I have some image for dwarven oil and machinery tech that can be used.
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Re: Dwarf tech tree

Post by General Brave » Fri Jun 08, 2018 1:17 pm

Good start, I'll be waiting for the rest.
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Re: Dwarf tech tree

Post by samuelch » Sat Jun 09, 2018 1:07 pm

Dwarf weapon smith.
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Re: Dwarf tech tree

Post by General Brave » Sat Jun 09, 2018 3:36 pm

Which one goes for which?
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Re: Dwarf tech tree

Post by samuelch » Sat Jun 09, 2018 5:09 pm

It's for the dwarven weapon smithing.
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Re: Dwarf tech tree

Post by General Brave » Sat Jun 09, 2018 11:20 pm

tech_dwarf_union.png
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Union
Due to the rise of guilds and factions, hundreds of workers have banded together to demand safer working condition and pay.
Worker, Warsmith, Engineer.
1 + Armor.
1 + P Armor.
5 + Mend.
2 + Attack.
tech_dwarf_ironwork.png
tech_dwarf_ironwork.png (672 Bytes) Viewed 891 times
Ironwork
With new technique being discovered, it now easier to finish buildings in matter of days.
10% faster speed on building construction
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Re: Dwarf tech tree

Post by makazuwr32 » Sun Jun 10, 2018 5:19 am

General Brave wrote:tech_dwarf_union.png
Union
Due to the rise of guilds and factions, hundreds of workers have banded together to demand safer working condition and pay.
Worker, Warsmith, Engineer.
1 + Armor.
1 + P Armor.
5 + Mend.
2 + Attack.
tech_dwarf_ironwork.png
Ironwork
With new technique being discovered, it now easier to finish buildings in matter of days.
10% faster speed on building construction
Both are not needed for dwarves. They are already best race in construction.

However icons are good. Can be used for weapon upgrade first and for armor upgrade (maybe) second.
Specifically for not so genious persons
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Re: Dwarf tech tree

Post by LordOfAles » Tue Jun 19, 2018 11:21 am

Dwarven Weapon Smithing
The images still need improvement, but i want to know if im on good way. We can use these if they are ok tho.
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Re: Dwarf tech tree

Post by Menselot » Tue Jun 19, 2018 11:33 am

You are definitely on the right way but you have to rework the anvil to look more nice.

Ideas:
You can add candles near the edge of a small table.
Add a bucket of water and pliers.
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Re: Dwarf tech tree

Post by LordOfAles » Tue Jun 19, 2018 11:35 am

Plan B
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Re: Dwarf tech tree

Post by LordOfAles » Tue Jun 19, 2018 11:54 am

Rune Of Power [Symbol is taken from dwarven alphabet, which means P]
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Re: Dwarf tech tree

Post by LordOfAles » Tue Jun 19, 2018 12:00 pm

Glyph Of Protection, taken straight from google
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Re: Dwarf tech tree

Post by makazuwr32 » Tue Jun 19, 2018 2:35 pm

Weapon smithing icons (second ones) are great.
Rune of Power is great too.
Glyph of protection needs to be more runic i think.
This is my personal opinion.
Specifically for not so genious persons
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Re: Dwarf tech tree

Post by LordOfAles » Tue Jun 19, 2018 2:38 pm

Glyphs and runes aren't the same. Runes are, well runes. Glyphs are just symbols of something. I might experiment with that image a bit.
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Re: Dwarf tech tree

Post by makazuwr32 » Tue Jun 19, 2018 2:41 pm

I know. Maybe just make that Glyph bigger and change color of background? I mean more tough line.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Dwarf tech tree

Post by LordOfAles » Tue Jun 19, 2018 2:43 pm

Tried changing the color
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