Dwarven naval fleet
Posted: Fri Nov 09, 2018 9:20 am
Dwarves are not so good as humans in terms of constructing ships so their naval will have no melee units, lower health and speed than some others but because they have access to cannons they have higher range and damage as well as wider range of ships.
Also because of this their pier building is more costly to construct than other races' ones.
More advanced ships will be accessable after reseaching tech (10 turns cost). Some even better naval will be added by gnomes (but you still need to research this tech as well).
1. Dwarven shipyard (dock of dwarves):
Hp - 30
Armor - 2/5
Construction rate bonus: -40%
Mend rate bonus: 0%
Mend rate: 10
Actions/turn: 1
Can start construction of:
Transport ship
Warship
Frigate
Battleship (requires Advanced ship construction tech)
Mortarship (requires Advanced ship construction tech)
Availible techs:
Advanced ships construction (10 turns) - enables training of advanced ships.
Shipyards upgrade (12 turns, requires Advanced ship construction tech) - adds +2 actions and +10 mend rate to all shipyards.
Iron plating (7 turns) - all dwarven ships (excluding gnomish ASTD and gnomish submarine) gain +1/+1 armor.
Steel plating (9 turns, requires iron plating) - all dwarven ships (excluding gnomish ASTD and gnomish submarine) gain +20% hp.
This is main building of dwarven naval fleet.
Update: now it can start construction of many dwarven ships including ones workers can't. Lowered hp, increased armor, added 10 mend rate and 1 action/turn.
Added list of researchable techs.
Basic naval:
2. Dwarven transport ship (reqires new image, has sails, is not steam powered).
Cost - 5 turns, producable at shipyard only. Can be constructed by workers.
Hp - 30
Attack - 1
Range - 1
Armor - 2/3
Speed - 4
Spell resist - 100%
Sight - 6
Carry capacity - 2
Construction rate: -40%
Mend rate: 0%
3. Dwarven warship (armed with 1 light cannon, has sails, is not steam powered)
Cost - 4 turns, trainable at tc (near water), shipyard. Can be constructed by workers.
Hp - 33
Attack - 7, 15% miss chance.
Range - 6
Armor - 1/4
Speed - 4
Sight - 6
Spell resist - 0%
Construction rate: -50%
Mend rate: 0%
Bonuses: 50% to transport ships, 50% to merlocks and other sea creatures.
Affected by barrel upgrades only.
4. Dwarven frigate (with few cannons and with sails)
Cost - 6 turns, trainable at tc (near water), shipyard.
Hp - 40
Attack - 12
Range - 3
Power range - 1
Armor - 2/6
Speed - 4
Sight - 4
Spell resist - 20%
Construction rate bonus: -40%
Mend rate bonus: 0%
Bonuses: 50% to all non-transport ships.
Affected by heavy cannons upgrades only.
5. Dwarven light transport (no sails)
Cost - 3 turns, trainable at tc only.
Hp - 16
Attack - 0
Armor - 0/1
Speed - 5
Sight - 5
Spell resist - 100%
Advanced naval:
6. Dwarven battleship (lots of cannons! Has sails.)
Cost - 8 turns, trainable at shipyard.
Hp - 44
Attack - 10, 20% miss chance
Range - 6
Actions/turn - 3
Armor - 3/6
Speed - 4
Sight - 8
Construction rate bonus: -60%
Mend rate bonus: 0%
Spell resist - 35%
Affected by barrel and heavy cannons upgrades.
No bonuses.
7. Dwarven mortar ship.
Cost - 6 turns, trainable at shipyard.
Hp - 38
Attack - 20, 33% miss chance
Range - 6
Power range - 1
Armor - 1/4
Speed - 3
Sight - 6
Construction rate bonus: -40%
Mend rate bonus: 0%
Spell resist - 0%
Standart bonuses to buildings.
Affected by barrel and heavy cannons upgrades.
8. Gnomish Amphibious Self Defending Transport (Gnomish ASDT), obtainable by researching tier 2 of gnomish clan.
Cost - 7 turns, trainable at gnomish workshop, shipyard.
Hp - 50
Attack - 10
Range - 4
Armor - 2/4
Speed - 4 on land (4 in water as well, can't move through forests)
Sight - 7
Spell resist - 100%
Carry capacity - 2
Affected by heavy cannons upgrade only.
9. Heavy cannon ship, obtainable after researching tier 2 of gnomish clan.
Cost - 9 turns, trainable at shipyard.
Hp - 42
Attack - 34, 20% miss chance
Range - 8
Power range - 1
Armor - 1/3
Speed - 3
Sight - 9
Mend rate bonus: 0%
Spell resist - 15%
100% bonus to towers and walls
400% bonus to mega buildings
Affected by barrel and heavy cannons upgrades.
10. Dwarven flagship
Cost - 11 turns, trainable at shipyard.
Hp - 60
Attack - 16, no miss chance
Range - 6
Actions/turn - 2
Armor - 4/8
Speed - 5
Sight - 9, can see invisible
Mend rate bonus: 0%
Spell resist - 50%
Abilities:
Flagship aura (passive, range 3) — +1/+1 to armors, +1 to speed for all allied and your own ships. Only for ships.
11. Gnomish submarine, obtainable at tier 3 of gnomish clan.
Cost - 5 turns, trainable at gnomish workshop (near water), shipyard.
Hp - 14
Attack - 0
Armor - 1/2
Speed - 5
Sight - 7, can see invisible
Spell resist - 100%
Abilities:
Invisible (permanent passive), can't be stepped on.
Launch torpedo - deals 30 melee damage to target water or amphibious unit. Can't target flying, land, buildings (exept of bridges). Cooldown - 3 turns.
12. Dwarven steamship (current one)
Cost - 9 turns, trainable at tc (near water), shipyard.
Hp - 60
Attack - 0
Actions/turn - 2
Armor - 3/7
Speed - 5
Sight - 7
Mend rate bonus: 0%
Spell resist - 100%
Carry capacity - 2
Abilities:
Cannonball (same as ghost vessel's one)
Mine laying - summons near it a water mine. No cooldown.
12.1. Water mine:
Vanishing 5
Hp - 3
Armor - 20/20
Speed - 0
Sight - 1
Spell resist - 100%
Abilities:
Invisible (permanently passive), can be stepped on.
Upon stepping on it deals 15 magic damage to unit. Flying units gain only 1 damage from it.
Also because of this their pier building is more costly to construct than other races' ones.
More advanced ships will be accessable after reseaching tech (10 turns cost). Some even better naval will be added by gnomes (but you still need to research this tech as well).
1. Dwarven shipyard (dock of dwarves):
Hp - 30
Armor - 2/5
Construction rate bonus: -40%
Mend rate bonus: 0%
Mend rate: 10
Actions/turn: 1
Can start construction of:
Transport ship
Warship
Frigate
Battleship (requires Advanced ship construction tech)
Mortarship (requires Advanced ship construction tech)
Availible techs:
Advanced ships construction (10 turns) - enables training of advanced ships.
Shipyards upgrade (12 turns, requires Advanced ship construction tech) - adds +2 actions and +10 mend rate to all shipyards.
Iron plating (7 turns) - all dwarven ships (excluding gnomish ASTD and gnomish submarine) gain +1/+1 armor.
Steel plating (9 turns, requires iron plating) - all dwarven ships (excluding gnomish ASTD and gnomish submarine) gain +20% hp.
This is main building of dwarven naval fleet.
Update: now it can start construction of many dwarven ships including ones workers can't. Lowered hp, increased armor, added 10 mend rate and 1 action/turn.
Added list of researchable techs.
Basic naval:
2. Dwarven transport ship (reqires new image, has sails, is not steam powered).
Cost - 5 turns, producable at shipyard only. Can be constructed by workers.
Hp - 30
Attack - 1
Range - 1
Armor - 2/3
Speed - 4
Spell resist - 100%
Sight - 6
Carry capacity - 2
Construction rate: -40%
Mend rate: 0%
3. Dwarven warship (armed with 1 light cannon, has sails, is not steam powered)
Cost - 4 turns, trainable at tc (near water), shipyard. Can be constructed by workers.
Hp - 33
Attack - 7, 15% miss chance.
Range - 6
Armor - 1/4
Speed - 4
Sight - 6
Spell resist - 0%
Construction rate: -50%
Mend rate: 0%
Bonuses: 50% to transport ships, 50% to merlocks and other sea creatures.
Affected by barrel upgrades only.
4. Dwarven frigate (with few cannons and with sails)
Cost - 6 turns, trainable at tc (near water), shipyard.
Hp - 40
Attack - 12
Range - 3
Power range - 1
Armor - 2/6
Speed - 4
Sight - 4
Spell resist - 20%
Construction rate bonus: -40%
Mend rate bonus: 0%
Bonuses: 50% to all non-transport ships.
Affected by heavy cannons upgrades only.
5. Dwarven light transport (no sails)
Cost - 3 turns, trainable at tc only.
Hp - 16
Attack - 0
Armor - 0/1
Speed - 5
Sight - 5
Spell resist - 100%
Advanced naval:
6. Dwarven battleship (lots of cannons! Has sails.)
Cost - 8 turns, trainable at shipyard.
Hp - 44
Attack - 10, 20% miss chance
Range - 6
Actions/turn - 3
Armor - 3/6
Speed - 4
Sight - 8
Construction rate bonus: -60%
Mend rate bonus: 0%
Spell resist - 35%
Affected by barrel and heavy cannons upgrades.
No bonuses.
7. Dwarven mortar ship.
Cost - 6 turns, trainable at shipyard.
Hp - 38
Attack - 20, 33% miss chance
Range - 6
Power range - 1
Armor - 1/4
Speed - 3
Sight - 6
Construction rate bonus: -40%
Mend rate bonus: 0%
Spell resist - 0%
Standart bonuses to buildings.
Affected by barrel and heavy cannons upgrades.
8. Gnomish Amphibious Self Defending Transport (Gnomish ASDT), obtainable by researching tier 2 of gnomish clan.
Cost - 7 turns, trainable at gnomish workshop, shipyard.
Hp - 50
Attack - 10
Range - 4
Armor - 2/4
Speed - 4 on land (4 in water as well, can't move through forests)
Sight - 7
Spell resist - 100%
Carry capacity - 2
Affected by heavy cannons upgrade only.
9. Heavy cannon ship, obtainable after researching tier 2 of gnomish clan.
Cost - 9 turns, trainable at shipyard.
Hp - 42
Attack - 34, 20% miss chance
Range - 8
Power range - 1
Armor - 1/3
Speed - 3
Sight - 9
Mend rate bonus: 0%
Spell resist - 15%
100% bonus to towers and walls
400% bonus to mega buildings
Affected by barrel and heavy cannons upgrades.
10. Dwarven flagship
Cost - 11 turns, trainable at shipyard.
Hp - 60
Attack - 16, no miss chance
Range - 6
Actions/turn - 2
Armor - 4/8
Speed - 5
Sight - 9, can see invisible
Mend rate bonus: 0%
Spell resist - 50%
Abilities:
Flagship aura (passive, range 3) — +1/+1 to armors, +1 to speed for all allied and your own ships. Only for ships.
11. Gnomish submarine, obtainable at tier 3 of gnomish clan.
Cost - 5 turns, trainable at gnomish workshop (near water), shipyard.
Hp - 14
Attack - 0
Armor - 1/2
Speed - 5
Sight - 7, can see invisible
Spell resist - 100%
Abilities:
Invisible (permanent passive), can't be stepped on.
Launch torpedo - deals 30 melee damage to target water or amphibious unit. Can't target flying, land, buildings (exept of bridges). Cooldown - 3 turns.
12. Dwarven steamship (current one)
Cost - 9 turns, trainable at tc (near water), shipyard.
Hp - 60
Attack - 0
Actions/turn - 2
Armor - 3/7
Speed - 5
Sight - 7
Mend rate bonus: 0%
Spell resist - 100%
Carry capacity - 2
Abilities:
Cannonball (same as ghost vessel's one)
Mine laying - summons near it a water mine. No cooldown.
12.1. Water mine:
Vanishing 5
Hp - 3
Armor - 20/20
Speed - 0
Sight - 1
Spell resist - 100%
Abilities:
Invisible (permanently passive), can be stepped on.
Upon stepping on it deals 15 magic damage to unit. Flying units gain only 1 damage from it.