(From Left to Right) Dwarf Hold [Altar of Kings], Dwarf Hold [Gryphon Aviary], Fortified Mine Entrance, Mine Entrance

Dwarf Holds are the only true settlements for the dwarves, right now theres 4 appearance types, the altar of kings, gryphon aviary, barracks and high elven barracks. Holds are strong, sturdy and have a high starting income cap, basically a castle-city, as well as the same growth speed as humans - whats special about these holds is that you can increase the income mana cap similar to the system in Krackles' Diplomacy, there will be some risks here, with chances of failure and even reducing your income as you expand your hold.

The two to the right are mine entrances which also give some income (200g max which is equal to an elven village), the fortified version is basically what it says on the label, its just an armored version.
Why the need for armor? Well this leads us to the unique system to the dwarves which is the tunnel connection system, essentially waygates. You can use the holds and these mine entrances to connect to each other for some income allowing you to move about on the map better than anyone else.


I mentioned last post that i'd make a dwarf town that works similarly to the existing human/elf towns, addons and all. Anyways I can't find a decent model to make a town with so i've put that on hold, I guess you can use a human town as some sort of 'trade partner' owned by you to make the addons instead.

Like the other old race, the Elves, Dwarves also have a greater reliance on prestige, but this time prestige is mostly needed for expansion and building new holds rather than basic maintenance and unit training like the elves.
A crumbling Dwarf Empire with little prestige would still be able to fight and survive but they need to gain more prestige from other players or by battle to actually create new holds.
 
(From Left to Right) Elven Town /w Obelisk (generates Prestige), Elven Spire (Castle), Elven Village, Human Keep from last post, Elven City, Occupied Human Town /w Pallisades + Elven Spire, Elven Hall (Keep)
If you noticed there I mentioned Prestige, I'm currently renovating the income system so its gold and prestige (instead of resources)
Prestige will be used to create more high tier units like knights. In the later periods (KaN 1869?) Prestige will mean less and is used in huge bulks rather than for every other unit.

Prestige also plays a crucial role for the elves, most of their units and structures require prestige and also generate prestige. This means an elf nation without much prestige will eventually crumble and fall.
Income-wise elven settlements have a higher income cap (especially the city!) than their human counterparts, but it grows very slowly.
Dwarf-wise they probably start with a lower income cap and regen the same-ish time as humans but you can spend gold to increase their mana/income cap.
 
Heres the probably near-finished state of the Human Buildables, I made it even more complex than the previous version by separating the walls from the buildings. Take a look at what I came up with after some time with the Mdlvis editor (especially the starfort, note the lower and angled walls!)
(From left to right) Starfort Walls + Fort/Barracks, Village, City /w Stone Walls + Watchtowers, Town /w Workshop & Wooden Walls (Perfect for colonies), Castle, Keep

The settlement walls will be buildable on its own allowing you to make things like the renaissance+ starfort on the far left so you can decide whether your settlement even needs walls in the first place.
They provide defense against melee units (since you can go inside them, no gates possible yet sadly) and also the old defenses buff that the settlements used to have.
Stone walls also have a passive ranged defense and the watchtower version has a greater sight radius.
Starfort walls have riflemen defense instead along with a controllable cannon.
Castles and Keeps also have a ranged defense as expected.

Will probably add a player-version of the terrainer unit allowing you to build roads.

Also, check out that swamp area before the cliff-bridge, theres another swamp area further up north as well.
Finished all the terrain also in preparation for this buildables update, too.

Buildables means other races right?

Sorry for the late update guys, i've been working on a custom-elf version of this (so it allows the center addons), right now I have a custom elf village and town, a city will be more tricky but I might keep that a high-income but no-addon (aka build spot) unit.
After that will probably work on a dwarf version which will be more tricky, right now I plan on representing them via single unit buildings like the gryphon aviary and barracks to represent 'entrances' to the underground dwarf holds (with a hopeful 'teleporter' system!). Probably will give them a dwarf trade town or something that will allow addons.
 
So here's a overlook I forgot to put up, by the time you've seen this, a new ver (probably buggy) would have gone up with all the new remade terrain changes.
As you can see, much of the wooded center of the north is now a huge plains area, perfect for the steppe hordes.
There is little resources in this area, which is why most of the settlements are only in wooded areas and dot around the bay.
and the most important part... the bay - the big trade circle is the new mechanic 'flow of trade' which basically represents trade domination of one area.
Hopefully this bay region will be a good source of central'd roleplay and conflict.
There's two trade cities here:
The western city has a bigger port but is furthest away from the
'flow of trade cp', however, it is close to alot of villages with manpower, though those villages (which are barbarian) could be a problem if another player controls it.
The central city is closest to the 'flow of trade cp' but there are little settlement cps nearby, the owner of the central cp has the plains just south of him, which will mean he'll need to go beyond that and have spread out settlements. On the positive note, he can see all approaching enemies coming with ease.

There is a third contender, which is the castle to the right. Its the only castle in the north and it has a village with the same size port as the central city, there is a large forest to its right with a few settlements. Its proximity to the northern isle I showed you last time provides a problem but also a reward.
 
I completed the castle a few days ago but only got around to terraining the surrounding areas.
A problem I realised is that the old trees are much larger than the new size paramater trees, so i'll have to delete and replace them too which might lengthen the whole process

Before

After

The castle now sits on a cliff in-between the mountains instead of being attached to the mountain itself, this allows units to move around the castle in two directions instead of one
Interior, as expected, is much much smaller than the previous - the throne room looks imo quite barren to me, I might add some dining tables to fill it up.
 
Decided that i'd remake things in the order I built them in the first place, this allows me to deal with the obvious addition of interior space (since the doodads are smaller) better as well - first stop is 'Transylvania' and the 'Dracula Castle'

Exterior before

Exterior after

Tried to take the screenshots at about the same height, as you can see the newer one takes a lot less space but still gets the job done. imo it doesn't look as good as I would have wanted, but i'll improve it in the 'KaN Renaissance-1869' version (where the story of Dracula actually happened)

Interior before

Interior after

Throne Room/Court after resized doodads - real messy
Throne Room/Court
Dungeons - with the free space i'll be adding dungeons to most if not all interiors, still have to fiddle with how the player will control the doors though
Dining room and tower interiors (fits with the exterior) - a dining room, library, study, and a bedroom fitting a damsel in distress

That's it for now guys, after I complete the rest of the 'Transylvania' area, it's down to the southern 'Greek' city states