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They are Authoritarian, with rigid caste system represented as Stratified Economy in Stellaris, and Imperial Authority, ruled by Mountain Kings for life with designated successors.
And of course they are Xenophobic because of delicate information inside the Dwarfholds needing protection from outsiders.
Mining Guilds is an obvious choice, alternative could be a MegaCorp with Private Prospectors.
(+1 Enduring) They live for a long time.
(+1 Resilient) Tunnels and underground cities are easy to defend.
(-1 Slow breeders) Too much work, not enough play.
(-1 Slow learners) Old ways are the best.
Its the same with the dwarves: you can chose to use the dark dwarves backround, where they submitted to chaos. You can take the russian space dwarves from planetfall, which are way more technological advances then humans at that point. You can chose the elite ruling class-thinking of dragon age - dwarves.
What most dwarves have in common are technological superiority (but not all the time, as there are savage dwarven tribes, too), they are little, but very strong, they know their traits. They love to drink and are good in mining. They live longer then other races, but have very few kids.
But what stops you to chose opposite traits because of genetic mutation, magic or godly intervention?
You can chose whatever trait you want and wish for. Take what you want and call them dwarven. Thats enough.
-short very strong humanoids.
-they always live in caves, and mine
-they usually like a good brawl even amongst themselves
-their lifespans are normal
-they adaptation is normal, they are specifficly suited for their cave lifestyle.. take them away from that and they start complaining.
-their resillliance is a bit better, yes they are used to touch work, but they also are used to abundant food and beer to build back their strenght, still they can handle some punches..
ok : so racial traits :
Very Strong 3
Industrious 2
Quarrelsome -1
Unruly -1
Resilient 1
as for the ethics.. well dwarves LOVE gold above all else..
and they like a good fight,,.
so
Fanatic Materialist
Militarist
Eventually you could add Authoritarian too.. as they are very loyal to their king....
but that you solve by being Imperialist in your goverment type.
Now origin, only two qualify :
Mechanist fits nicely... dwarves like to tinker after all.
-
But alternatively Post-Apocalyptic would be fine too.. the dug in dwarves survive when the other races were killed off.
Finally civics :
Warrior Culture is obvious..
Mining Guilds also..
If you later get acces to a third because of traditions :
Philosopher King
OR
Functional Architecture
That should fit nicely for a traditional dwarf
Now finally acention perks
6 are obvious :
Master Builders
Galactic Wonders
The Flesh is Weak
Synthetic Evolution
Defender of the Galaxy
One Vision
the last two are less so, so if you want others for these two, thats ok.
Mastery of Nature
Executive Vigor
Edicts :
2 are obvious...
Mining Subsidies
forge Subsidies
---
If you want to be more realistic... you also add 1 or 2 of these and suck the extra sprawl that causes
Nutritional Plentitude
Industrial Subsidies
As for timed edicts :
Volatile Ammunution
Volatile Explosives
Volatile reactor armor
(no energy weapons, no dwarf uses energy weapons and likewise no shielding never have them on your ships)
abitions :
Omnifarious Acquisition
most of the others are fine. to use when needed., only not scientiffic revolution or will to power (both these not befit dwarves)
well dwarves DO like to alter themselves with technology and magic (morrowind... err?)
but granted not to the extend as gnomes...
so ok, if you want them to stay dwarves... than just do not pick synthetic evolution..
but do keep the flesh is weak..
that way they stay cyborg but not go fully robot..
maybe replace it for Voidborne...