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. |
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| 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) |
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| 2 | ![]() |
Military Tier 1 Tablet of Crafts Research the following items to advance the Lizardmen's Great Plan even further. |
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| 400 | 0 |
Additional tradable resources produced: +5% (faction_to_faction_own_unseen) |
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| 3 | ![]() |
Military Tier 1 Tablet of Monuments Research the following items to advance the Lizardmen's Great Plan even further. |
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| 400 | 0 |
Growth: +10 (faction_to_province_own_unseen) |
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| 4 | ![]() |
Military Tier 1 Tablet of Order Research the following items to advance the Lizardmen's Great Plan even further. |
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| 400 | 0 |
Enemy Hero action success chance: -3% (faction_to_character_own_unseen) Enemy Hero action success chance: -3% (faction_to_region_own_unseen) |
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| 5 | ![]() |
Military Tier 1 Tablet of the Saurus Research the following items to advance the Lizardmen's Great Plan even further. |
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| 400 | 0 |
Melee defence: +5 for Saurus units (faction_to_force_own_unseen) |
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| 6 | ![]() |
Military Tier 1 Tablet of the Skinks Research the following items to advance the Lizardmen's Great Plan even further. |
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| 400 | 0 |
Ammunition: +20% for Skink units (faction_to_force_own_unseen) |
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| 7 | ![]() |
Military Tier 1 Tablet of Spawning Research the following items to advance the Lizardmen's Great Plan even further. |
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| 400 | 0 |
Recruitment cost: -5% for Skink and Chameleon Skinks units (faction_to_force_own_unseen) |
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| 8 | ![]() |
Military Tier 1 Tablet of War Research the following items to advance the Lizardmen's Great Plan even further. |
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| 400 | 0 |
Income from post-battle loot: +5% (faction_to_character_own_unseen) |
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| 9 | ![]() |
Military Tier 2 Sequence of the Artisan A strict schedule from which the Skinks work to ensure the Great Plan is carried out. |
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| 500 | 0 |
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Income from Industry: +5% (faction_to_region_own_unseen) |
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| 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. |
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| 500 | 0 |
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Ammunition: +25% for Terradon Riders units (faction_to_force_own_unseen) |
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| 11 | ![]() |
Military Tier 2 Sequence of Scrying By which the Old Ones' agents may be guided remotely, greatly increasing their chances of success. |
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| 500 | 0 |
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Hero action cost: -15% (faction_to_character_own_unseen) Hero action success chance: +3% (faction_to_character_own_unseen) |
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| 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. |
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| 500 | 0 |
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Recruit rank: +2 for Skink units (faction_to_character_own_unseen) |
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| 13 | ![]() |
Military Tier 2 Sequence of Skirmishing Skink warriors are lightly armoured and best-used for skirmish duties in battle. |
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| 500 | 0 |
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Missile strength: +10% for Skink and Chameleon Skink units (faction_to_force_own_unseen) |
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| 14 | ![]() |
Military Tier 2 Sequence of Stoicism The wisest race is indifferent to pain and fortune's many vicissitudes. |
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| 500 | 0 |
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Leadership: +3 (faction_to_force_own_unseen) |
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| 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. |
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| 500 | 0 |
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Construction cost: -15% for Province Capital/Settlement buildings (faction_to_region_own_unseen) |
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| 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. |
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| 500 | 0 |
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Weapon strength: +10% for Saurus units (faction_to_force_own_unseen) |
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| 17 | ![]() |
Military Tier 3 Sequence of Civilisation Understanding of the Great Plan involves the realisation that others have a role to play. |
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| 600 | 0 |
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Diplomatic relations: +5 with High Elves and Lizardmen (faction_to_faction_own_unseen) |
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| 18 | ![]() |
Military Tier 3 Sequence of Construction The combination of magical dexterity and the Kroxigors' immense physical strength reduces construction times considerably. |
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| 600 | 0 |
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Construction cost: -5% for all buildings (faction_to_region_own_unseen) Construction time: -1 for Province Capital/Settlement buildings (faction_to_region_own_unseen) |
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| 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. |
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| 600 | 0 |
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Construction cost: -25% for resource-producing buildings (faction_to_region_own_unseen) Construction time: -1 for resource-producing buildings (faction_to_region_own_unseen) |
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| 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. |
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| 600 | 0 |
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Charge bonus: +10 for Cold One units (faction_to_force_own_unseen) Speed: +5% for Cold One units (faction_to_force_own_unseen) |
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| 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. |
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| 600 | 0 |
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Recruit rank: +2 for Saurus units (faction_to_character_own_unseen) |
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| 22 | ![]() |
Military Tier 3 Sequence of Marching Lizardmen do not tire easily - this sequence ensures that all Saurus spawnings have the required stamina. |
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| 600 | 0 |
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Campaign movement range: +10% (faction_to_character_own_unseen) |
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| 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. |
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| 600 | 0 |
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Melee attack: +5 for Saurus units (faction_to_force_own_unseen) |
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| 24 | ![]() |
Military Tier 3 Sequence of Purpose Whereby Skinks are trained for battle, focusing on use of their natural agility to damage the foe. |
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| 600 | 0 |
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Weapon strength: +10% for Skink, Chameleon Skink and Red Crested Skink units (faction_to_force_own_unseen) |
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| 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. |
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| 700 | 0 |
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Income from trade: +10% (faction_to_faction_own_unseen) |
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| 26 | ![]() |
Military Tier 4 Sequence of Enhanced Instinct These directions ensure sufficient numbers of beast-sensitives among Skink and Saurus spawnings. |
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| 700 | 0 |
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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) |
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| 27 | ![]() |
Military Tier 4 Sequence of Expansion Once new temple-cities are fully connected to the Geomantic Web, future spawnings will be accelerated. |
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| 700 | 0 |
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Growth: +15 (faction_to_province_own_unseen) |
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| 28 | ![]() |
Military Tier 4 Sequence of Protection The insidious taint and corruption of destruction's dark forces must be kept at bay. |
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| 700 | 0 |
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Untainted: +1 (factionwide) |
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| 29 | ![]() |
Military Tier 4 Sequence of Utilitarianism Individual lives are of little importance; in the final analysis only the Great Plan matters. |
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| 700 | 0 |
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Magic item drop chance: +5% (faction_to_character_own_unseen) |
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| 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. |
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| 1000 | 0 |
Public order: +1 (faction_to_province_own_unseen) |
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| 31 | ![]() |
Military Tier 4 Sequence of Saurus Invigoration Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Saurus. |
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| 700 | 0 |
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Upkeep: -10% for Saurus Infantry and Temple Guard units (faction_to_force_own_unseen) |
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| 32 | ![]() |
Military Tier 4 Sequence of Skink Invigoration Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Skinks. |
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| 700 | 0 |
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Upkeep: -10% for Skink units (faction_to_force_own_unseen) |
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| 33 | ![]() |
Military Tier 4 Sequence of the Hunt Once the foe's blood begins to flow the Cold Ones go into near-uncontrollable frenzy. |
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| 700 | 0 |
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Melee attack: +5 for Cold One units (faction_to_force_own_unseen) Weapon strength: +10% for Cold One units (faction_to_force_own_unseen) |
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| 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. |
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| 800 | 0 |
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Income from looting settlements: +20% (faction_to_faction_own_unseen) Income from sacking settlements: +20% (faction_to_character_own_unseen) |
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| 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. |
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| 800 | 0 |
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Armour: +5 for Saurus units (faction_to_force_own_unseen) Missile resistance: %n% for Saurus and Temple Guard units (faction_to_force_own_unseen) |
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| 36 | ![]() |
Military Tier 5 Sequence of Creature Bonding The bond between beast and rider must not be underestimated. |
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| 800 | 0 |
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Recruit rank: +2 for Bastiladon, Stegadon, Feral Carnosaur, Ancient Salamander and Dread Saurian units (faction_to_character_own_unseen) |
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| 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. |
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| 800 | 0 |
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Hero action success chance: +5% (faction_to_character_own_unseen) |
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| 38 | ![]() |
Military Tier 5 Sequence of Quickness Speed and dexterity on the battlefield are the watchwords here. |
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| 800 | 0 |
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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) |
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| 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. |
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| 800 | 0 |
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Melee defence: +5 for Bastiladon units (faction_to_force_own_unseen) Missile resistance: +8% for Bastiladon units (faction_to_force_own_unseen) |
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| 40 | ![]() |
Military Tier 5 Sequence of the Great Temples The revered Old Ones must be venerated whenever possible. |
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| 800 | 0 |
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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) |
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| 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. |
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| 800 | 0 |
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Income from Ports: +10% (faction_to_region_own_unseen) |
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| 42 | ![]() |
Military Tier 6 Sequence of Absolute Obedience Compliance without question ensures that the path to the Great Plan remains as clear as possible. |
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| 900 | 0 |
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Leadership: +5 (faction_to_force_own_unseen) |
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| 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. |
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| 900 | 0 |
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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) |
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| 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. |
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| 900 | 0 |
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Armour: +5 for Temple Guards units (faction_to_force_own_unseen) Weapon strength: +10% for Temple Guards units (faction_to_force_own_unseen) |
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| 45 | ![]() |
Military Tier 6 Sequence of the Labourers The bigger, stronger, simpler Lizardmen do much of the physical labour in their society. |
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| 900 | 0 |
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Income from cities: +15% (faction_to_region_own_unseen) |
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| 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. |
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| 900 | 0 |
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Untainted: +2 (factionwide) |
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| 47 | ![]() |
Military Tier 6 Sequence of the Star Chambers Within the Star Chambers, the Slann meditate and plan the future of their race. |
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| 900 | 0 |
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Construction cost: -15% for Star Chamber buildings (faction_to_region_own_unseen) Construction time: -1 for Star Chamber buildings (faction_to_region_own_unseen) |
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| 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. |
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| 900 | 0 |
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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) |
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| 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. |
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| 900 | 0 |
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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) |
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| 50 | ![]() |
Military Tier 7 Sequence of Geological Prospecting Geomancy can be used to locate the best ore veins, ripe for exploitation. |
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| 1000 | 0 |
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Income from Mines and Quarries: +200% (faction_to_region_own_unseen) |
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| 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. |
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| 1000 | 0 |
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Hero action cost: -15% (faction_to_character_own_unseen) Hero recruit rank: +2 (faction_to_province_own_unseen) |
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| 52 | ![]() |
Military Tier 7 Sequence of Strengthening Those Lizardmen destined for leadership roles have exotic skin-markings. |
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| 1000 | 0 |
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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) |
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| 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. |
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| 1000 | 0 |
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Global recruitment duration: -1 turn for all units (faction_to_faction_own_unseen) Global recruitment capacity: +1 (faction_to_faction_own_unseen) |
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| 54 | ![]() |
Military Tier 7 Determining the Great Plan There are many paths to order and knowledge; may the Old Ones guide us. |
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| 2000 | 0 |
Public order: +1 (faction_to_province_own_unseen) |
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| 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. |
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| 1000 | 0 |
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Casualty replenishment rate: +20% (faction_to_force_own_unseen) |
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| 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. |
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| 1000 | 0 |
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Armour: +10 for Kroxigor and Sacred Kroxigor units (faction_to_force_own_unseen) |
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| 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. |
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| 1000 | 0 |
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Melee attack: +5 for Temple Guards units (faction_to_force_own_unseen) Melee defence: +5 for Temple Guards units (faction_to_force_own_unseen) |
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| 58 | ![]() |
Military Tier 7 Sequence of the Beastkeepers Fresh quadruped 'recruits' are always required when war comes to Lustria's jungle shores. |
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| 1000 | 0 |
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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) |
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Speed: +10% for Salamander and Razordon Hunting Pack units (faction_to_force_own_unseen)
Additional tradable resources produced: +5% (faction_to_faction_own_unseen)
Growth: +10 (faction_to_province_own_unseen)
Enemy Hero action success chance: -3% (faction_to_character_own_unseen)
Melee defence: +5 for Saurus units (faction_to_force_own_unseen)
Ammunition: +20% for Skink units (faction_to_force_own_unseen)
Recruitment cost: -5% for Skink and Chameleon Skinks units (faction_to_force_own_unseen)
Income from post-battle loot: +5% (faction_to_character_own_unseen)



Recruit rank: +2 for Skink units (faction_to_character_own_unseen)
Missile strength: +10% for Skink and Chameleon Skink units (faction_to_force_own_unseen)
Leadership: +3 (faction_to_force_own_unseen)

Weapon strength: +10% for Saurus units (faction_to_force_own_unseen)
Diplomatic relations: +5 with High Elves and Lizardmen (faction_to_faction_own_unseen)
Construction time: -1 for Province Capital/Settlement buildings (faction_to_region_own_unseen)

Charge bonus: +10 for Cold One units (faction_to_force_own_unseen)

Campaign movement range: +10% (faction_to_character_own_unseen)
Melee attack: +5 for Saurus units (faction_to_force_own_unseen)




Untainted: +1 (factionwide)
Magic item drop chance: +5% (faction_to_character_own_unseen)
Public order: +1 (faction_to_province_own_unseen)
Upkeep: -10% for Saurus Infantry and Temple Guard units (faction_to_force_own_unseen)



Armour: +5 for Saurus units (faction_to_force_own_unseen)
Missile resistance: %n% for Saurus and Temple Guard units (faction_to_force_own_unseen)
















Lord recruit rank: +2 (faction_to_province_own_unseen)
Global recruitment duration: -1 turn for all units (faction_to_faction_own_unseen)

Casualty replenishment rate: +20% (faction_to_force_own_unseen)


