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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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 | 
                                                 | 
						
															 									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)


