Dwarves
Race

Dwarves

#Dwarves
Value: 0 pts

Mining masters and stalwart defenders. Slow but nearly indestructible.

Description

Stubborn craftsmen and legendary miners. Dwarves gain +50% Mithril, +40% Mineral, +35% Stone production. Their warriors are slow (-15% Speed) but incredibly resilient (+25% Life in the frontline). Weak at agriculture (-10% Food, -20% Herbs) and magic (-15% Elixir).

📖 Full Encyclopedia Entry

Dwarves are the undisputed masters of mountain and forge. Their civilization revolves around mining and metalworking: Mithril production reaches +50%, Mineral +40%, Stone +35%, Gems +30%, Coal +25%, Dextronium +25%, Marble +20%. Gold flows from their trade (+10%). However, their underground focus neglects agriculture: Food (-10%), Herbs (-20%), and magical Elixir (-15%) all suffer, with Research and Wood slightly reduced (-5%). Dwarves are naturally resistant to hardship (-15% Mutiny, -10% Famine, -10% Protests) but cramped mines increase epidemic risk (+15%) and gold-love invites corruption (+10%). In battle, Dwarven warriors form an immovable wall: +25% Life in the frontline, +20% Life in flanks, but -15% Speed limits mobility. Mountain terrain and Winter season synergize perfectly with Dwarven strengths.

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production +10%
📖 Research Production -5%
💎 Food Production -10%
💎 Wood Production -5%
💎 Herbs Production -20%
💎 Stone Production +35%
💎 Mineral Production +40%
💎 Gems Production +30%
💎 Coal Production +25%
💎 Elixir Production -15%
💎 Marble Production +20%
💎 Mithril Production +50%
💎 Dextronium Production +25%
Event Probability

Modifies chance of city events occurring

Mutiny -15%
Famine -10%
Protests -10%
Corruption +10%
Epidemic +15%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

🤝 Ally Effects RATIO

Affects friendly units only

First
Attack:+10%Life:+25%Speed:-15%
Side
Attack:+5%Life:+20%Speed:-10%
Second
Attack:+0%Life:+15%Speed:-10%
Third
Attack:+5%Life:+15%Speed:-15%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Mining powerhouse with defensive military
Relevance All Stages
Type Unique

Advantages

  • + +50% Mithril production (highest)
  • + +40% Mineral production
  • + +35% Stone production
  • + +30% Gems production
  • + +25% Coal and Dextronium production
  • + +20% Marble production
  • + +10% Gold production
  • + +25% Life in First lane (tankiest frontline)
  • + +20% Life in Side lane
  • + +15% Life in Second and Third lanes
  • + +10% Attack in First lane
  • + -15% Mutiny risk (hardy discipline)
  • + -10% Famine and Protests risk

Disadvantages

  • - -20% Herbs production
  • - -15% Elixir production
  • - -10% Food production
  • - -5% Research and Wood production
  • - -15% Speed all lanes (slowest race)
  • - +15% Epidemic risk (cramped mines)
  • - +10% Corruption risk (gold obsession)

Warnings

  • ! Establish food supply from allied Meadow cities
  • ! Dwarven armies require patience due to slow speed
  • ! Assign Medics to counter increased epidemic risk
  • ! Mountain + Dwarves + Winter = Mithril empire
🤝

Synergies

Mountain terrain (+40% Stone synergy)Winter season (underground mining thrives)Cavern, Foundry, Furnace (mining buildings)Storehold city category (resource extraction)IronBreaker, Shieldbearer, MithrilHammer (racial units)
🚫

Countered By

Forest terrainSpring/Summer seasonsFast cavalry armiesElves
📈

Scaling

Racial bonuses multiply with Terrain, Season, Building, and Research effects.