This is a translation of my thread with the same name in the german forum.
Before I start I want to say that adding Ered Mithrin was a gorgeous idea but it is plagued by little problems which sum up pretty much.
Problems:The price/performance problem:Building the fortress costs full 2000 ressources and researching every upgrade (excluding the Big Catapult) costs another 1750 ressources which makes for hefty 3750 ressources for the whole thing. The fortress itself with the upgrades only produces 15 ressources per "ressource tick" (the small number popping up) where as similar structures like Dale, Esgaroth or the Dunedain Outpost (Imladris) cost only 800 ressources to build, with all upgrades they cost ca. 2600 and they produce insane amounts of ressources and can heal up your troops. A standard Outpost (costs 1200) with 3 fully upgraded Ressource-generators (no CP limit increase) costs 3750 ressources.
The unit problem:The Hunters (Javelin guys) are well done and do their deed well, maybe they are a little too expensive.
The Zealots, I have tested 2 Battalions of these guys against a Cavetroll-Creep and they died pretty fast without making a big impact on the troll althought it clearly states that they are good against monsters. The main problem here is, that they are a made up bunch who are jack-of-all-traits but master-of-none. Originally they were intendet to fill out the same gap as the Esgaroth/Dale Swordsmen, that of light Infantry. At the moment they are way weaker than standard Iron Hills Keepers (the 200 ressources unit) and are not worth building even when with the speed-ability.
The dragonslayers are my least favorite of the bunch, they primarily exist as hero compensation and if things go bad they already die at a orc-creep-camp. Additionally they have no special traits besides good looks
and the little Aoe damage.
Solutions:Price/Performance:A good solution which also makes the fortress stand out from dale/esgaroth is the implementation of a "2-phase-fortress system" similar to the exiles-camp of Rohan:
Building the fortress will only cost 1250 resourcess now but the Hitpoints will be reduced to 8000. The fortress is at its beginning and the Grey Dwarfs prepare for war in their homeland therefor only defensive measures are available: Zealots, the Borderpatrol-Upgrade (the Javelin defense) and the new Supplyhall-Upgrade will be available.
The Supplyhall-Upgrade will cost 500 ressources and heals units in near proximity of the fortress, additionally it produces ressources (similar to the Dunedain Healing Tent Upgrade).
The Borderpatrol-Upgrade should eventually get a buff in either fire-rate or the number of dwarfs launching javelins
The upgrade to level 2 of the fortress will cost 750 ressources and will yield 2000 Hitpoints and additionally will have the same effect as the Dragontrophy-Upgrade albeit a little nerfed. The Grey Dwarfs will now go into offense and therefore more upgrades will be unlocked: The Barracks-Upgrade and the Big Catapult will be unlocked and the Hunters are now recruitable.
The Dragontrophy-Upgrade will now buff the attack of allied troops by 20% and decrease hostile monsters' attack by 35%
Researching the Barracks-Upgrade, which now costs 750 ressources instead of 500, will unlock an active Skill which is usable on Ered Mithrin Battalions with banner bearers. It will transform the banner bearer into the dragonslayer (similar to the old Gondor-captain system which has been removed in version 4.4) If this system still causes problems (reason why it was removed) the dragonslayer should be recruitable just like now and then be combined with Ered Mithrin Battalions (like Uruk Shield Carriers).
With these changes the price for the fortress and all upgrades (besides Big Catapult) is still 3750 but now its easier to defend because of the additional heal effect (and eventually more Hitpoints), it is more profitable and the upgrades are now in a nice order which awakens the feeling of building something up from the ground.
The units:Zealots: These Jack-of-all-traits currently shine in no situation and in order to give the Iron Hills an option of a kind of light infantry similar to the Dale/Esgaroth swordsmen I would raise their movement speed by 25% permantly and give them a new active skill. The skill prevents them from being knocked from their feet and maybe gives them an attack buff aginst monsters (so they can fight trolls without getting flung around!). Consider that the Zealots currently have less Hitpoints than the regular keepers so I think these buffs are justified, and if not I would make them more expensive, 250 ressources instead of 200. At the end we are talking about hardened veterans here.
The Dragonslayer: These will act as captains now which either can replace the banner bearer with an active skill in the fortress or, if this system still bugs, can be regularly recruitet and then combined with a Ered Mithrin unit of choice. Either way, you can only have a maximum of 3 at once and they give their unit buffs in attack, armor and make them fearless. A bonus of this system is that you dont have to carefully micro these little hard-to-click-at guys around the battlefield anymore. The units with a dragonslayer in them will be visible at the hero bar (if possible).
New unit: The Grey Warriors:Background:
Mount Gundabad is very close to the Grey Mountains, so naturally many orcs invade this country, additionaly the cold-drakes of the north breed in this territory and are growing dangerously high in population (war of Dain I against the drakes in TA 2589). Therefore the Gray Dwarfs must have been experts in fighting against huge orc armys which outnumber them tenfolds and monsters . And thats the Gray warriors specialty: Fighting huge armys of weak enemys.
Implementation:
The Unit should cost about 300-400 ressources and they should be armed with a two-handed axe. They should serve a similar purpose like the weaponmasters (the ones with the doublebladed battlestaff) of the Imladris who are proficient in batteling large groups of weak enemies. I suggest one active ability and I have currently two in mind:
Either on activation a low AoE cleave effect (focus even more on masses) or a volley of throwing axes onto one enemy, monsters get bonus damage (focus on masses and the occational troll). Design ideas:
https://modding-union.com/index.php/topic,34308.0.htmlFinal words: I think that the Fortress is not viable at the moment and it is mostly replaced by the cheaper, easier to defend standard outpost. My wish is, that in future the fortress will be as often built as the standard outpost or Esgaroth/Dale. Please dont be afraid to give constructive criticism and suggestions to make this concept better.
Thanks for reading