The Lizardmen tech tree consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.
Tech tree[]
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Technologies[]
Tech | Prerequisite | Cost | Effects |
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![]() Correct interpretation is essential if the Great Plan is to be executed to the Old Ones' intended design. |
1000 |
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![]() There are many paths to order and knowledge; may the Old Ones guide us. |
2000 |
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![]() Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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![]() The above-ground spawning pools must be prepared; new Skinks will be required if the Plan is to be interpreted on schedule. |
500 |
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![]() Those spawning pools located underground must be ready - war is always at hand and fresh Saurus will be needed to fight. |
600 |
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![]() These directions ensure sufficient numbers of beast-sensitives among Skink and Saurus spawnings. |
700 |
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![]() The bond between beast and rider must not be underestimated. |
800 |
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![]() A near-constant state of war should not prevent the construction or management of the temple-cities. |
900 |
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![]() Those Lizardmen destined for leadership roles have exotic skin-markings. |
1000 |
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![]() Research the following items to advance the Lizardmen's Great Plan even further. |
400 | ||
![]() The wisest race is indifferent to pain and fortune's many vicissitudes. |
500 | ||
![]() Lizardmen do not tire easily - this sequence ensures that all Saurus spawnings have the required stamina. |
600 | ||
![]() Individual lives are of little importance; in the final analysis only the Great Plan matters. |
700 | ||
![]() Those who dare to remove the Old Ones' precious legacy from their sacred sites will be obliterated from the face of the world. |
800 | ||
![]() Compliance without question ensures that the path to the Great Plan remains as clear as possible. |
900 | ||
![]() Energy can be siphoned from the Geomantic Web to heal or teleport reinforcements to where they are needed most. |
1000 | ||
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![]() Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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![]() By which the Old Ones' agents may be guided remotely, greatly increasing their chances of success. |
500 | ||
![]() Understanding of the Great Plan involves the realisation that others have a role to play. |
600 |
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![]() The insidious taint and corruption of destruction's dark forces must be kept at bay. |
700 |
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![]() The ability to remain hidden almost anywhere is vital if the foe's intrigues are to be discovered and frustrated. |
800 | ||
![]() Disturbances in the Geomantic Web are detected long before they become viable threats, enabling their sources to be found and purged accordingly. |
900 |
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![]() It is possible for the Slann to communicate telepathically with their agents in the field, and send visions to guide their hands. |
1000 |
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![]() Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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![]() Every plaza, every ziggurat, every stone - each element must be laid out exactly as the Old Ones decreed. |
500 |
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![]() The combination of magical dexterity and the Kroxigors' immense physical strength reduces construction times considerably. |
600 | ||
![]() Once new temple-cities are fully connected to the Geomantic Web, future spawnings will be accelerated. |
700 |
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![]() The revered Old Ones must be venerated whenever possible. |
800 |
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![]() Within the Star Chambers, the Slann meditate and plan the future of their race. |
900 |
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![]() The Plan requires that all Lizardmen factions work together for the betterment of the entire race. |
1000 |
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![]() Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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![]() A strict schedule from which the Skinks work to ensure the Great Plan is carried out. |
500 |
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![]() The world's natural resources are a gift from the Old Ones for the benefit of their race. |
600 |
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![]() Only those among the younger races whose existence adheres to the tenets of the Great Plan are permitted. |
700 | ||
![]() Although the sea is not generally their habitat, amphibious Lizardmen are used to traverse the hazardous waters when the need arises. |
800 |
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![]() The bigger, stronger, simpler Lizardmen do much of the physical labour in their society. |
900 |
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![]() Geomancy can be used to locate the best ore veins, ripe for exploitation. |
1000 |
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![]() Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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![]() Skink warriors are lightly armoured and best-used for skirmish duties in battle. |
500 |
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![]() Whereby Skinks are trained for battle, focusing on use of their natural agility to damage the foe. |
600 |
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![]() Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Skinks. |
700 |
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![]() Speed and dexterity on the battlefield are the watchwords here. |
800 |
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![]() As some of the strongest Lizardmen, Kroxigors use their bulk to charge and smash through enemy ranks. |
900 |
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![]() By the application of natural sap, the armoured bulk of the Kroxigors can be further strengthened so they survive longer in battle. |
1000 |
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![]() Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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![]() This sequence further improves the process of weapon manufacture, ensuring that the Saurus have the very best equipment with which to fight. |
500 |
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![]() 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 |
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![]() Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Saurus. |
700 |
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![]() Gold, found in abundance in Lustria, is used to fashion exquisite armour to cover those parts the Lizardmen's tough scales do not. |
800 |
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![]() The most respected of all Saurus Warriors, the Temple Guard are equipped with the finest arms and armour available. |
900 |
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![]() The Temple Guard, veterans all and many thousands of years old, are a pinnacle to which all Saurus aspire. |
1000 |
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![]() As described by the Old Ones, research the following items to advance the Lizardmen's Great Plan to its ultimate conclusion. |
400 |
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![]() The most irregular weapons are reserved for Terradon Riders, who are armed with poison-tipped javelins, fireleech bolas, and various other unusual ordnances. |
500 |
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![]() The ferocious, predatory Cold Ones can be trained so their savage natures are exploited to the Lizardmen's best advantage. |
600 |
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![]() Once the foe's blood begins to flow the Cold Ones go into near-uncontrollable frenzy. |
700 |
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![]() Slow-moving but deadly, the Living Bastions of Lustria's armies can be made even tougher by following the Old Ones' teachings. |
800 |
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![]() 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 |
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![]() Fresh quadruped 'recruits' are always required when war comes to Lustria's jungle shores. |
1000 |
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