Left Panel
| Military | ||||||
|---|---|---|---|---|---|---|
| No. | Technology | research_points | cost_per_round | Requires | Effects | Enables | 
| 1 |  | Military Tier 1 Tablet of Beasts As described by the Old Ones, research the following items to advance the Lizardmen's Great Plan to its ultimate conclusion. | ||||
| 400 | 0 |  Speed: +10% for Salamander and Razordon Hunting Pack units (faction_to_force_own_unseen)  Speed: +10% for Terradon Riders and Ripperdactyl Riders units (faction_to_force_own_unseen) |   | |||
| 2 |  | Military Tier 1 Tablet of Crafts Research the following items to advance the Lizardmen's Great Plan even further. | ||||
| 400 | 0 |  Additional tradable resources produced: +5% (faction_to_faction_own_unseen) |   | |||
| 3 |  | Military Tier 1 Tablet of Monuments Research the following items to advance the Lizardmen's Great Plan even further. | ||||
| 400 | 0 |  Growth: +10 (faction_to_province_own_unseen) |   | |||
| 4 |  | Military Tier 1 Tablet of Order Research the following items to advance the Lizardmen's Great Plan even further. | ||||
| 400 | 0 |  Enemy Hero action success chance: -3% (faction_to_character_own_unseen)  Enemy Hero action success chance: -3% (faction_to_region_own_unseen) |   | |||
| 5 |  | Military Tier 1 Tablet of the Saurus Research the following items to advance the Lizardmen's Great Plan even further. | ||||
| 400 | 0 |  Melee defence: +5 for Saurus units (faction_to_force_own_unseen) |   | |||
| 6 |  | Military Tier 1 Tablet of the Skinks Research the following items to advance the Lizardmen's Great Plan even further. | ||||
| 400 | 0 |  Ammunition: +20% for Skink units (faction_to_force_own_unseen) |   | |||
| 7 |  | Military Tier 1 Tablet of Spawning Research the following items to advance the Lizardmen's Great Plan even further. | ||||
| 400 | 0 |  Recruitment cost: -5% for Skink and Chameleon Skinks units (faction_to_force_own_unseen) |   | |||
| 8 |  | Military Tier 1 Tablet of War Research the following items to advance the Lizardmen's Great Plan even further. | ||||
| 400 | 0 |  Income from post-battle loot: +5% (faction_to_character_own_unseen) |   | |||
| 9 |  | Military Tier 2 Sequence of the Artisan A strict schedule from which the Skinks work to ensure the Great Plan is carried out. | ||||
| 500 | 0 |   |  Income from Industry: +5% (faction_to_region_own_unseen) |   | ||
| 10 |  | Military Tier 2 Sequence of Exotic Weapons The most irregular weapons are reserved for Terradon Riders, who are armed with poison-tipped javelins, fireleech bolas, and various other unusual ordnances. | ||||
| 500 | 0 |   |  Ammunition: +25% for Terradon Riders units (faction_to_force_own_unseen) |   | ||
| 11 |  | Military Tier 2 Sequence of Scrying By which the Old Ones' agents may be guided remotely, greatly increasing their chances of success. | ||||
| 500 | 0 |   |  Hero action cost: -15% (faction_to_character_own_unseen)  Hero action success chance: +3% (faction_to_character_own_unseen) |   | ||
| 12 |  | Military Tier 2 Sequence of Skink Spawning The above-ground spawning pools must be prepared; new Skinks will be required if the Plan is to be interpreted on schedule. | ||||
| 500 | 0 |   |  Recruit rank: +2 for Skink units (faction_to_character_own_unseen) |   | ||
| 13 |  | Military Tier 2 Sequence of Skirmishing Skink warriors are lightly armoured and best-used for skirmish duties in battle. | ||||
| 500 | 0 |   |  Missile strength: +10% for Skink and Chameleon Skink units (faction_to_force_own_unseen) |   | ||
| 14 |  | Military Tier 2 Sequence of Stoicism The wisest race is indifferent to pain and fortune's many vicissitudes. | ||||
| 500 | 0 |   |  Leadership: +3 (faction_to_force_own_unseen) |   | ||
| 15 |  | Military Tier 2 Sequence of the City Every plaza, every ziggurat, every stone - each element must be laid out exactly as the Old Ones decreed. | ||||
| 500 | 0 |   |  Construction cost: -15% for Province Capital/Settlement buildings (faction_to_region_own_unseen) |   | ||
| 16 |  | Military Tier 2 Sequence of Weapon Crafting This sequence further improves the process of weapon manufacture, ensuring that the Saurus have the very best equipment with which to fight. | ||||
| 500 | 0 |   |  Weapon strength: +10% for Saurus units (faction_to_force_own_unseen) |   | ||
| 17 |  | Military Tier 3 Sequence of Civilisation Understanding of the Great Plan involves the realisation that others have a role to play. | ||||
| 600 | 0 |   |  Diplomatic relations: +5 with High Elves and Lizardmen (faction_to_faction_own_unseen) |   | ||
| 18 |  | Military Tier 3 Sequence of Construction The combination of magical dexterity and the Kroxigors' immense physical strength reduces construction times considerably. | ||||
| 600 | 0 |   |  Construction cost: -5% for all buildings (faction_to_region_own_unseen)  Construction time: -1 for Province Capital/Settlement buildings (faction_to_region_own_unseen) |   | ||
| 19 |  | Military Tier 3 Sequence of Exploitation The world's natural resources are a gift from the Old Ones for the benefit of their race. | ||||
| 600 | 0 |   |  Construction cost: -25% for resource-producing buildings (faction_to_region_own_unseen)  Construction time: -1 for resource-producing buildings (faction_to_region_own_unseen) |   | ||
| 20 |  | Military Tier 3 Sequence of the Ferocity The ferocious, predatory Cold Ones can be trained so their savage natures are exploited to the Lizardmen's best advantage. | ||||
| 600 | 0 |   |  Charge bonus: +10 for Cold One units (faction_to_force_own_unseen)  Speed: +5% for Cold One units (faction_to_force_own_unseen) |   | ||
| 21 |  | Military Tier 3 Sequence of Saurus Spawning Those spawning pools located underground must be ready - war is always at hand and fresh Saurus will be needed to fight. | ||||
| 600 | 0 |   |  Recruit rank: +2 for Saurus units (faction_to_character_own_unseen) |   | ||
| 22 |  | Military Tier 3 Sequence of Marching Lizardmen do not tire easily - this sequence ensures that all Saurus spawnings have the required stamina. | ||||
| 600 | 0 |   |  Campaign movement range: +10% (faction_to_character_own_unseen) |   | ||
| 23 |  | Military Tier 3 Sequence of Massed Combat Each spawning of Saurus act as one on the battlefield, acting in a perfectly coordinated manner to crush the enemies of the Old Ones. | ||||
| 600 | 0 |   |  Melee attack: +5 for Saurus units (faction_to_force_own_unseen) |   | ||
| 24 |  | Military Tier 3 Sequence of Purpose Whereby Skinks are trained for battle, focusing on use of their natural agility to damage the foe. | ||||
| 600 | 0 |   |  Weapon strength: +10% for Skink, Chameleon Skink and Red Crested Skink units (faction_to_force_own_unseen) |   | ||
| 25 |  | Military Tier 4 Sequence of Coexistence Only those among the younger races whose existence adheres to the tenets of the Great Plan are permitted. | ||||
| 700 | 0 |     |  Income from trade: +10% (faction_to_faction_own_unseen) |   | ||
| 26 |  | Military Tier 4 Sequence of Enhanced Instinct These directions ensure sufficient numbers of beast-sensitives among Skink and Saurus spawnings. | ||||
| 700 | 0 |     |  Recruit rank: +2 for Salamander and Razordon Hunting Pack units (faction_to_character_own_unseen)  Recruitment cost: -5% for Saurus units (faction_to_force_own_unseen)  Recruit rank: +2 for Cold One units (faction_to_character_own_unseen)  Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (faction_to_character_own_unseen) |   | ||
| 27 |  | Military Tier 4 Sequence of Expansion Once new temple-cities are fully connected to the Geomantic Web, future spawnings will be accelerated. | ||||
| 700 | 0 |     |  Growth: +15 (faction_to_province_own_unseen) |   | ||
| 28 |  | Military Tier 4 Sequence of Protection The insidious taint and corruption of destruction's dark forces must be kept at bay. | ||||
| 700 | 0 |     |  Untainted: +1 (factionwide) |   | ||
| 29 |  | Military Tier 4 Sequence of Utilitarianism Individual lives are of little importance; in the final analysis only the Great Plan matters. | ||||
| 700 | 0 |     |  Magic item drop chance: +5% (faction_to_character_own_unseen) |   | ||
| 30 |  | Military Tier 4 Interpreting the Old Ones' Meaning Correct interpretation is essential if the Great Plan is to be executed to the Old Ones' intended design. | ||||
| 1000 | 0 |  Public order: +1 (faction_to_province_own_unseen) |                 | |||
| 31 |  | Military Tier 4 Sequence of Saurus Invigoration Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Saurus. | ||||
| 700 | 0 |     |  Upkeep: -10% for Saurus Infantry and Temple Guard units (faction_to_force_own_unseen) |   | ||
| 32 |  | Military Tier 4 Sequence of Skink Invigoration Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Skinks. | ||||
| 700 | 0 |     |  Upkeep: -10% for Skink units (faction_to_force_own_unseen) |   | ||
| 33 |  | Military Tier 4 Sequence of the Hunt Once the foe's blood begins to flow the Cold Ones go into near-uncontrollable frenzy. | ||||
| 700 | 0 |     |  Melee attack: +5 for Cold One units (faction_to_force_own_unseen)  Weapon strength: +10% for Cold One units (faction_to_force_own_unseen) |   | ||
| 34 |  | Military Tier 5 Sequence of Annihilation Those who dare to remove the Old Ones' precious legacy from their sacred sites will be obliterated from the face of the world. | ||||
| 800 | 0 |   |  Income from looting settlements: +20% (faction_to_faction_own_unseen)  Income from sacking settlements: +20% (faction_to_character_own_unseen) |   | ||
| 35 |  | Military Tier 5 Sequence of Armour Crafting Gold, found in abundance in Lustria, is used to fashion exquisite armour to cover those parts the Lizardmen's tough scales do not. | ||||
| 800 | 0 |   |  Armour: +5 for Saurus units (faction_to_force_own_unseen)  Missile resistance: %n% for Saurus and Temple Guard units (faction_to_force_own_unseen) |   | ||
| 36 |  | Military Tier 5 Sequence of Creature Bonding The bond between beast and rider must not be underestimated. | ||||
| 800 | 0 |   |  Recruit rank: +2 for Bastiladon, Stegadon, Feral Carnosaur, Ancient Salamander and Dread Saurian units (faction_to_character_own_unseen) |   | ||
| 37 |  | Military Tier 5 Sequence of Infiltration The ability to remain hidden almost anywhere is vital if the foe's intrigues are to be discovered and frustrated. | ||||
| 800 | 0 |   |  Hero action success chance: +5% (faction_to_character_own_unseen) |   | ||
| 38 |  | Military Tier 5 Sequence of Quickness Speed and dexterity on the battlefield are the watchwords here. | ||||
| 800 | 0 |   |  Melee defence: +3 for Skink, Chameleon Skink and Red Crested Skink units (faction_to_force_own_unseen)  Speed: +10% for Skink, Chameleon Skink and Red Crested Skink units (faction_to_force_own_unseen) |   | ||
| 39 |  | Military Tier 5 Sequence of the Great Beast's Resilience Slow-moving but deadly, the Living Bastions of Lustria's armies can be made even tougher by following the Old Ones' teachings. | ||||
| 800 | 0 |   |  Melee defence: +5 for Bastiladon units (faction_to_force_own_unseen)  Missile resistance: +8% for Bastiladon units (faction_to_force_own_unseen) |   | ||
| 40 |  | Military Tier 5 Sequence of the Great Temples The revered Old Ones must be venerated whenever possible. | ||||
| 800 | 0 |   |  Construction cost: -15% for Cult of Sotek and Cult of the Old Ones buildings (faction_to_region_own_unseen)  Construction time: -1 for Cult of Sotek and Cult of the Old Ones buildings (faction_to_region_own_unseen) |   | ||
| 41 |  | Military Tier 5 Sequence of the Sea Although the sea is not generally their habitat, amphibious Lizardmen are used to traverse the hazardous waters when the need arises. | ||||
| 800 | 0 |   |  Income from Ports: +10% (faction_to_region_own_unseen) |   | ||
| 42 |  | Military Tier 6 Sequence of Absolute Obedience Compliance without question ensures that the path to the Great Plan remains as clear as possible. | ||||
| 900 | 0 |   |  Leadership: +5 (faction_to_force_own_unseen) |   | ||
| 43 |  | Military Tier 6 Sequence of Guardian Spawning A near-constant state of war should not prevent the construction or management of the temple-cities. | ||||
| 900 | 0 |   |  Recruit rank: +2 for Kroxigor and Sacred Kroxigor units (faction_to_character_own_unseen)  Recruit rank: +2 for Temple Guards units (faction_to_character_own_unseen) |   | ||
| 44 |  | Military Tier 6 Sequence of the Honoured Guardians The most respected of all Saurus Warriors, the Temple Guard are equipped with the finest arms and armour available. | ||||
| 900 | 0 |   |  Armour: +5 for Temple Guards units (faction_to_force_own_unseen)  Weapon strength: +10% for Temple Guards units (faction_to_force_own_unseen) |   | ||
| 45 |  | Military Tier 6 Sequence of the Labourers The bigger, stronger, simpler Lizardmen do much of the physical labour in their society. | ||||
| 900 | 0 |   |  Income from cities: +15% (faction_to_region_own_unseen) |   | ||
| 46 |  | Military Tier 6 Sequence of Purification Disturbances in the Geomantic Web are detected long before they become viable threats, enabling their sources to be found and purged accordingly. | ||||
| 900 | 0 |   |  Untainted: +2 (factionwide) |   | ||
| 47 |  | Military Tier 6 Sequence of the Star Chambers Within the Star Chambers, the Slann meditate and plan the future of their race. | ||||
| 900 | 0 |   |  Construction cost: -15% for Star Chamber buildings (faction_to_region_own_unseen)  Construction time: -1 for Star Chamber buildings (faction_to_region_own_unseen) |   | ||
| 48 |  | Military Tier 6 Sequence of the Great Beast's Rampage It's best to stay out of a Stegadon's way if you don't want to be trampled or gored, no matter whose side you are on. | ||||
| 900 | 0 |   |  Charge bonus: +15 for Stegadon, Carnosaur and Dread Saurian units (faction_to_force_own_unseen)  Melee attack: +5 for Stegadon, Carnosaur and Dread Saurian units (faction_to_force_own_unseen) |   | ||
| 49 |  | Military Tier 6 Sequence of the Kroxigors As some of the strongest Lizardmen, Kroxigors use their bulk to charge and smash through enemy ranks. | ||||
| 900 | 0 |   |  Charge bonus: +10 for Kroxigor and Sacred Kroxigor units (faction_to_force_own_unseen)  Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (faction_to_force_own_unseen) |   | ||
| 50 |  | Military Tier 7 Sequence of Geological Prospecting Geomancy can be used to locate the best ore veins, ripe for exploitation. | ||||
| 1000 | 0 |     |  Income from Mines and Quarries: +200% (faction_to_region_own_unseen) | |||
| 51 |  | Military Tier 7 Sequence of Projected Presence It is possible for the Slann to communicate telepathically with their agents in the field, and send visions to guide their hands. | ||||
| 1000 | 0 |     |  Hero action cost: -15% (faction_to_character_own_unseen)  Hero recruit rank: +2 (faction_to_province_own_unseen) | |||
| 52 |  | Military Tier 7 Sequence of Strengthening Those Lizardmen destined for leadership roles have exotic skin-markings. | ||||
| 1000 | 0 |     |  Lord recruit rank: +2 (faction_to_province_own_unseen) [HIDDEN - do not translate] Used to increase lord rank when replacing a lord (target the effect at forces factionwide) - use in conjunction with a shown effect that targets provinces factionwide (faction_to_force_own_unseen) | |||
| 53 |  | Military Tier 7 Sequence of the Global Plan The Plan requires that all Lizardmen factions work together for the betterment of the entire race. | ||||
| 1000 | 0 |     |  Global recruitment duration: -1 turn for all units (faction_to_faction_own_unseen)  Global recruitment capacity: +1 (faction_to_faction_own_unseen) | |||
| 54 |  | Military Tier 7 Determining the Great Plan There are many paths to order and knowledge; may the Old Ones guide us. | ||||
| 2000 | 0 |  Public order: +1 (faction_to_province_own_unseen) |                 | |||
| 55 |  | Military Tier 7 Sequence of Geomantic Healing Energy can be siphoned from the Geomantic Web to heal or teleport reinforcements to where they are needed most. | ||||
| 1000 | 0 |     |  Casualty replenishment rate: +20% (faction_to_force_own_unseen) | |||
| 56 |  | Military Tier 7 Sequence of Hardened Scales By the application of natural sap, the armoured bulk of the Kroxigors can be further strengthened so they survive longer in battle. | ||||
| 1000 | 0 |     |  Armour: +10 for Kroxigor and Sacred Kroxigor units (faction_to_force_own_unseen) | |||
| 57 |  | Military Tier 7 Sequence of Martial Excellence The Temple Guard, veterans all and many thousands of years old, are a pinnacle to which all Saurus aspire. | ||||
| 1000 | 0 |     |  Melee attack: +5 for Temple Guards units (faction_to_force_own_unseen)  Melee defence: +5 for Temple Guards units (faction_to_force_own_unseen) | |||
| 58 |  | Military Tier 7 Sequence of the Beastkeepers Fresh quadruped 'recruits' are always required when war comes to Lustria's jungle shores. | ||||
| 1000 | 0 |     |  Upkeep: -10% for Terradon Riders, Ripperdactyl Riders, Salamander and Razordon Hunting Packs, Cold Ones, Ancient Salamander, Stegadon, Bastiladon, Carnosaur and Dread Saurian units (faction_to_force_own_unseen) | |||
 
		
	
 Français
 Français Italiano
 Italiano Deutsch
 Deutsch Español
 Español Русский
 Русский Čeština
 Čeština Polski
 Polski Türkçe
 Türkçe Português (Brasil)
 Português (Brasil) 한국어
 한국어 简体中文
 简体中文 正體中文
 正體中文

 
        
 Children of the Old Ones
Children of the Old Ones Support Honga.net or Donations
Support Honga.net or Donations Clan Rictus
Clan Rictus Followers of Nagash
Followers of Nagash Court of Lybaras
Court of Lybaras Exiles of Nehek
Exiles of Nehek Khemri
Khemri Har Ganeth
Har Ganeth Avelorn
Avelorn Nagarythe
Nagarythe The Dreadfleet
The Dreadfleet Pirates of Sartosa
Pirates of Sartosa The Drowned
The Drowned The Blessed Dread
The Blessed Dread The Awakened
The Awakened Cult of Sotek
Cult of Sotek Tlaqua
Tlaqua Clan Skryre
Clan Skryre Itza
Itza Spirit of the Jungle
Spirit of the Jungle The Huntsmarshal's Expedition
The Huntsmarshal's Expedition Chevaliers de Lyonesse
Chevaliers de Lyonesse Hag Graef
Hag Graef Clan Eshin
Clan Eshin Broken Axe
Broken Axe Yvresse
Yvresse Knights of Caledor
Knights of Caledor Clan Moulder
Clan Moulder Heralds of Ariel
Heralds of Ariel Wargrove of Woe
Wargrove of Woe Naggarond
Naggarond Cult of Pleasure
Cult of Pleasure Order of Loremasters
Order of Loremasters Eataine
Eataine Last Defenders
Last Defenders Hexoatl
Hexoatl Clan Pestilens
Clan Pestilens Clan Mors
Clan Mors The Thousand Maws
The Thousand Maws The Golden Order
The Golden Order Bonerattlaz
Bonerattlaz The Barrow Legion
The Barrow Legion Beastmen (Mortal Empires)
Beastmen (Mortal Empires) Talsyn (Mortal Empires)
Talsyn (Mortal Empires) Argwylon (Mortal Empires)
Argwylon (Mortal Empires) Clan Angrund (Mortal Empires)
Clan Angrund (Mortal Empires) Crooked Moon (Mortal Empires)
Crooked Moon (Mortal Empires) The Bloody Handz (Mortal Empires)
The Bloody Handz (Mortal Empires) Bordeleaux (Mortal Empires)
Bordeleaux (Mortal Empires) Couronne (Mortal Empires)
Couronne (Mortal Empires) Carcassonne (Mortal Empires)
Carcassonne (Mortal Empires) World Walkers (Mortal Empires)
World Walkers (Mortal Empires) Wintertooth (Mortal Empires)
Wintertooth (Mortal Empires) Warriors of Chaos (Mortal Empires)
Warriors of Chaos (Mortal Empires) Karaz-a-Karak (Mortal Empires)
Karaz-a-Karak (Mortal Empires) Karak Kadrin (Mortal Empires)
Karak Kadrin (Mortal Empires) Reikland (Mortal Empires)
Reikland (Mortal Empires) Grimgor's 'Ardboyz (Mortal Empires)
Grimgor's 'Ardboyz (Mortal Empires) Sylvania (Mortal Empires)
Sylvania (Mortal Empires) Von Carstein (Mortal Empires)
Von Carstein (Mortal Empires)
