Dwarves

**Dwarf**

*Dwarves traditionally loathe magic and refuse to use it other than through forging magical weapons. They cannot build most magic related buildings, but can build the Alchemist Guild to take advantage of special minerals and have access to magic weapons. This makes them suitable for the role of the early/mid-game race for this plane.*

*They have extreme magic resistance and amount of hit points to make them excellent in battle, and they have better gold and production economy to support their military strategies. Nonetheless, lacking access to magic resources, Dwarf leaders are outclassed in the late game by enemy magic spells and need to rely on conquering other races, unless they have access to unusually high amounts of magical minerals which they can exploit.*

*Dwarven growth is extremely low, but their other economy benefits ensure they are efficient as a military race despite that. If you can overcome that and build up a city with large population, you can expect extreme riches and military production, making this race also suitable for gold reliant strategies. They have no access to Merchant's Guild and Banks, but they produce more gold than any other race even without these buildings.*

*They're also the best road builders which can both help in overcoming their slow overland movement speed and increasing their gold production even more. They are the only race that lacks the Spearmen unit - Dwarves are too proud blacksmiths to go into battle without quality equipment. (Gameplay-wise, their additional hit points would make the Spearmen unit way too durable and powerful for the role of a sacrificial unit.)*

*Playtesting showed that more than +1 Bonus Health and the intended amount of bonus resistance was entirely too much and made buffed basic units, even swordsmen, powerful enough to destroy entire enemy empires alone, so unfortunately, these units had to be toned down, making them not much better than Beastmen units - however Dwarves will produce them much faster. Other, race specific units were kept powerful though.*

*Elves and Orcs generally hate Dwarves and produce high unrest, but most other races are willing to accept being ruled by a Dwarf leader making conquest fairly profitable.*

**+20 Growth**

**Engineers have double road building speed.**

**Mineral bonuses are doubled.**

**+1 Production/ worker**

**Base gold amount obtained from taxes is 50% higher.**

Swordsmen, Halberdiers, Trireme, Galley, Warship, Engineers, Catapults

+1 Health, +2 Resistance, Mountaineer

Hammerhands (140, Armorer's Guild) : 8 Melee, 4 Defense, 10 Resistance, 2 Movement, 6 Figures, 4 Health, Mountaineer.

Steam Cannon (100, University) : 0 Melee, 15 Ranged, 5 Defense, 9 Resistance, 1 Movement, 1 Figures, 12 Health. Long Range.

Golem (180, Mechanician Guild, Fighter's Guild) : 14 Melee, 7 Defense, 15 Resistance, 3 Movement, 1 Figures, 20 Health. Resist Elements, Poison, Death, Stoning, Fire, Cold Immunity, Wall Crusher

*Hammerhands fill the original role of a high figure count, high attack power, high health units that is excellent when buffed or with Adamantium weapons. Their low movement speed is an obvious downside in combat (not so much on the overland map thanks to enchanted roads), but against anything too fast to engage in melee, Steam Cannons will be very efficient - even if the enemy does have units to return fire, the cannons have much better durability than normal Catapults, and anything trying to engage them in melee will be quickly annihilated by the Hammerhands. If neither of these work because the enemy is using armies that are entirely high ranged attack power like magicians, Golems will effectively destroy them thanks to their high armor and resistance to magical damage. These 3 special units ensure that dwarves will be effective against pretty much any possible enemy army, even on the Myrran plane.*