Unsurprisingly it looks like the consensus is to go with dwarves. If we lose (it's a possibility, depending on how unlucky we are with enemy placement) we might try something else. This is probably going to run a bit long while I explain what we need to get started, so bear with me.
This is the setup screen. I've dialed back the sliders for minerals and food a bit--a little resource scarcity makes things more interesting. Not too much though. Similarly I've scaled back open spaces, which means more narrow tunnels and more head-to-head confrontation.
Below are the AI settings. Like a lot of strategy games Cavewars relies on outright cheating to help the AI out, but it lets you set the AI cheat scale seperately from the AI's "intelligence" which is a nice touch. I've set the AI Intelligence as high as it will go since it's kind of a joke otherwise. AI Handicap is set to "challenging" which is one notch above normal, non-cheating difficulty; the AI definitely needs a bit of a boost, but I don't want it to be overwhelming.
Note that there is actually a multiplayer setting, but it's strictly hotseat and the length of the game pretty much precludes any tactic other than pure zerging. We've got 4 AI opponents, which is both the maximum and the default for singleplayer. We might not necessarily see all of them though, as the AI is very aggressive and does not gang up on the player at all--it's not uncommon that 1 or 2 might get wiped out before we ever see them.
Here's our world map. It may be hard to tell at a glance but yes, it is tile-based. No, there is no grid feature. Counting spaces can get extremely annoying in large, featureless caverns; hell, it can get annoying even in crowded, detailed areas like what we see here. Our starting city flies the purple flag of dwarvishness and is right up against a cavern wall, surrounded by food-supplying mushroom forests of varying density. (Note that although it looks like there are mushrooms in the tile northeast of the city, this tile is empty; the graphics from the surrounding tiles spill over, contributing to our gridless nightmares.)
Off to the right side of the screen is a minimap. Three minimaps, actually. The one in the middle is the floor we're looking at right now, and the ones above and below are for the floors above and below it, natch. It looks like we started on floor 4 (you can see a 4 in the bubble next to the middle map). There are only 5 floors in the underworld, so we're pretty close to the bottom edge but still have some room to play around with.
Around the border of the map you'll see some various statistics and interface buttons. Most of this probably isn't very important right now, so let's take a closer look at our city.
Here's the detail screen for our city (which needs a name, incidentally). Notice that there are only two statistics attached to a city,
population and
defense. Population is the important one: each point of population eats food and produces labor (the manual refers to this as "toil", although I don't believe this designation is ever mentioned in the game).
We have 4 colored slider bars we can use to allocate the toil our workers produced.
Production goes towards building units (this city isn't assigned to build anything yet, so this wasted production rolls over to research automatically. Convenient!)
Research should be fairly obvious in function for any 4X vets.
Defense raises the city's Defense score, which gives units in the city some vague combat advantage; I can't say I've ever noticed it to be particularly useful.
Magic allocates labor to producing magic points for our spells. Magic is expensive and it takes a lot of research to get any really good spells (especially for dwarves, who aren't good at researching magic at all). One of our two starting spells is a somewhat useful scouting spell, though, so it's a good idea to keep at least a little bit of magic production for emergencies.
We've got a few other options but most of them aren't of any use to us right now (the Raze command definitely would not be a good idea), so we'll just go into Build.
Our unit production screen. Basic units are built a la carte: in the upper right-hand corner there are menus for selecting weapons and armor of various metals, and another menu for selecting mounts; each of these will open up a submenu on the left to choose specific items (currently open to bronze weapons, which also includes nonmetal objects, probably since there's not enough of them to warrant squeezing another menu button in). This system allows quite a bit of flexibility in building units, although honestly it's a little pointless as a lot of options don't really have enough variability to make them distinct from other choices. Notice here that iron and mithril are... really hard to read, for starters, but also they're barred out right now since we don't have the technology to use them.
There is also a third option for each metal, "Special". This is for unique units that don't equip weapons or armor, because they don't know any better and could hurt someone
but they are still winners in their own way. We'll get to them shortly.
Right now we're looking at producing unarmed, mostly naked dwarves. Since we wouldn't be giving them any equipment this doesn't use up any metal, and its listed production cost of 10 is trivial even for our starting city so it's not a problem to produce 1/turn (this is the maximum unit production any city can have anyhow). As you can see we have a few options as far as actually equipping them with weapons; there's some variety in strength vs. cost, but even the most expensive option we have (swords) doesn't take that much metal or production.
Without researching any weapons technology we don't have any armor we can use, so our only other option as far as basic units go is mounts. Our starting mount is a balthi, some kind of alien jaguar kangaroo thing. Mounting our units will improve our movement speed noticeably and also give them a slightly better melee attack. A sword-armed cavalry unit uses up over twice as much metal and almost five times as much labor as sword infantry, though, which makes mounted units actually pretty damn expensive for us now.
There are two non-basic units we can also build under the "special" menu:
Wizards are a somewhat unique unit; their statistics (and hats!) are determined by the highest level of magic you've researched in any area. Right now we're at level 0 research in everything, so any wizards we produce would suck balls (note that they'd be weaker than our unarmed dwarves, although a bit faster), and they'd probably stay that way since as dwarves we're not going to be researching a lot of high level magic anytime soon. Wizards never cost metal but their production cost is
huge, and it goes up with level just as their attacks do. They never get all that strong compared to good old weapons technology, but for more magically-inclined races they're a useful fallback unit.
Engineers are more useful. They are slow and take up a lot of metal (even more than our heavily armed cavalry), but they are absolutely required for several vital functions such as digging through stone walls/floors, collecting metal, and building new cities. We need at least one, preferably as soon as possible, so for now I pump our city's production priority so we can get one in 2 turns (they take up so much production that we can't actually get one out of our starting city any faster).
We have an engineer! Yes, our Bronze Age culture is barely capable of making pointy sticks but for some reason we can build
giant drill tanks. Now that we have it we've got some options on what to build, though. The bronze left over in our stockpile is about enough to build 2 more engineers, 10 or so dwarves with swords, or 5 mounted dwarves with swords. Using bronze spears or daggers would let us stretch our metal reserves even further although they'd be less effective, and we can build as many dwarves with pointy sticks as we want (where they get wood from I have no idea). We might want to save some bronze for emergencies, but bear in mind that if we find any bronze at all, even the crappiest vein will dwarf (hurr hurr pun) our starting bronze reserves anyhow.
We're going to have plenty of production left over, so it's time to do some serious research, too.
The "tech tree", such as it is, comprises seven completely seperate, linear branches. The research produced by our cities gets split up among the different tech lines according to these sliders here. This is kinda pointless though as there's really not much point to ever doing anything but maxing out research in one area to get use of its breakthrough ASAP.
As dwarves, magic research is not feasible right now (at this point in the game it generally isn't anyhow, but especially not for dwarves). We do have some options in terms of technology. Weapons tech would get us bows and light armor; this is a no-brainer for most races, but dwarves are so useless with bows that the other technologies are actually competitive choices. Transport tech gets us more advanced mounts with better combat ability--probably not quite as good as we'd get from weapons research, but being slow-ass dwarves any attack forces we have are probably going to need to be mounted
anyhow since otherwise they're not going to be able to get very far. Also, once we have some weapons tech and transport tech
combined we can also build some siege engine type units. Lastly, cave tech means we can make iron equipment (assuming we find a supply of iron) that's better than the bronze stuff we can build now, and it also would improve our engineers' dig speed (currently an atrociously slow 5 turns to dig out 1 tile horizontally, or 10 turns to dig up/down)--plus iron engineers dig even faster.
So, our options for right now:
What units should we be building?
What technology branch should we research first? (Weapons tech, transport tech, or cave tech only for now: dumping research into magic would be suicide with our racial penalties on magic research.)