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
Interpreting the Old Ones' Meaning | Determining the Great Plan | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Tablet of Spawning Research points: 400 Effects:
| Sequence of Skink Spawning Research points: 500 Effects: | Sequence of Saurus Spawning Research points: 600 Effects: | Sequence of Enhanced Instinct Research points: 700 Effects: | Sequence of Creature Bonding Research points: 800 Effects:
| Sequence of Guardian Spawning Research points: 900 Effects: | Sequence of Strengthening Research points: 1000 Effects:
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Tablet of Order Research points: 400 Effects:
| Sequence of Civilisation Research points: 600 Effects:
| Sequence of Protection Research points: 700 Effects: | Sequence of Purification Research points: 900 Effects: | Sequence of Projected Presence Research points: 1000 Effects: | |||||||||||||||||||||||||||||||||||||||||||||||||
Tablet of Monuments Research points: 400 Effects:
| Sequence of the City Research points: 500 Effects: | Sequence of Expansion Research points: 700 Effects:
| Sequence of the Great Temples Research points: 800 Effects: | Sequence of the Star Chambers Research points: 900 Effects:
| Sequence of the Global Plan Research points: 1000 Effects:
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Tablet of Crafts Research points: 400 Effects:
| Sequence of the Artisan Research points: 500 Effects: | Sequence of Exploitation Research points: 600 Effects: | Sequence of the Sea Research points: 800 Effects: | Sequence of the Labourers Research points: 900 Effects: | Sequence of Geological Prospecting Research points: 1000 Effects: | ||||||||||||||||||||||||||||||||||||||||||||||||
Tablet of the Skinks Research points: 400 Effects:
| Sequence of Skirmishing Research points: 500 Effects: | Sequence of Purpose Research points: 600 Effects: | Sequence of Skink Invigoration Research points: 700 Effects: | Sequence of Quickness Research points: 800 Effects: | Sequence of the Kroxigors Research points: 900 Effects:
| Sequence of Hardened Scales Research points: 1000 Effects:
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Tablet of the Saurus Research points: 400 Effects:
| Sequence of Weapon Crafting Research points: 500 Effects: | Sequence of Massed Combat Research points: 600 Effects: | Sequence of Saurus Invigoration Research points: 700 Effects: | Sequence of Armour Crafting Research points: 800 Effects: | Sequence of the Honoured Guardians Research points: 900 Effects:
| Sequence of Martial Excellence Research points: 1000 Effects:
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Tablet of Beasts Research points: 400 Effects:
| Sequence of Exotic Weapons Research points: 500 Effects: | Sequence of the Ferocity Research points: 600 Effects: | Sequence of the Hunt Research points: 700 Effects:
| Sequence of the Great Beast's Resilience Research points: 800 Effects:
| Sequence of the Great Beast's Rampage Research points: 900 Effects:
| Sequence of the Beastkeepers Research points: 1000 Effects:
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Technologies
Tech | Prerequisite | Cost | Effects |
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Interpreting the Old Ones' Meaning Correct interpretation is essential if the Great Plan is to be executed to the Old Ones' intended design. |
1000 |
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Determining the Great Plan There are many paths to order and knowledge; may the Old Ones guide us. |
2000 |
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Tablet of Spawning | |||
Tablet of Spawning Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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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 |
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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 |
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Sequence of Enhanced Instinct These directions ensure sufficient numbers of beast-sensitives among Skink and Saurus spawnings. |
700 |
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Sequence of Creature Bonding The bond between beast and rider must not be underestimated. |
800 |
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Sequence of Guardian Spawning A near-constant state of war should not prevent the construction or management of the temple-cities. |
900 |
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Sequence of Strengthening Those Lizardmen destined for leadership roles have exotic skin-markings. |
1000 |
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Tablet of War | |||
Tablet of War Research the following items to advance the Lizardmen's Great Plan even further. |
400 | ||
Sequence of Stoicism The wisest race is indifferent to pain and fortune's many vicissitudes. |
500 | ||
Sequence of Marching Lizardmen do not tire easily - this sequence ensures that all Saurus spawnings have the required stamina. |
600 | ||
Sequence of Utilitarianism Individual lives are of little importance; in the final analysis only the Great Plan matters. |
700 | ||
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 | ||
Sequence of Absolute Obedience Compliance without question ensures that the path to the Great Plan remains as clear as possible. |
900 | ||
Sequence of Geomantic Healing Energy can be siphoned from the Geomantic Web to heal or teleport reinforcements to where they are needed most. |
1000 | ||
Tablet of Order | |||
Tablet of Order Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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Sequence of Scrying By which the Old Ones' agents may be guided remotely, greatly increasing their chances of success. |
500 | ||
Sequence of Civilisation Understanding of the Great Plan involves the realisation that others have a role to play. |
600 |
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Sequence of Protection The insidious taint and corruption of destruction's dark forces must be kept at bay. |
700 |
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Sequence of Infiltration The ability to remain hidden almost anywhere is vital if the foe's intrigues are to be discovered and frustrated. |
800 | ||
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 |
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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 |
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Tablet of Monuments | |||
Tablet of Monuments Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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Sequence of the City Every plaza, every ziggurat, every stone - each element must be laid out exactly as the Old Ones decreed. |
500 |
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Sequence of Construction The combination of magical dexterity and the Kroxigors' immense physical strength reduces construction times considerably. |
600 | ||
Sequence of Expansion Once new temple-cities are fully connected to the Geomantic Web, future spawnings will be accelerated. |
700 |
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Sequence of the Great Temples The revered Old Ones must be venerated whenever possible. |
800 |
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Sequence of the Star Chambers Within the Star Chambers, the Slann meditate and plan the future of their race. |
900 |
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Sequence of the Global Plan The Plan requires that all Lizardmen factions work together for the betterment of the entire race. |
1000 |
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Tablet of Crafts | |||
Tablet of Crafts Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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Sequence of the Artisan A strict schedule from which the Skinks work to ensure the Great Plan is carried out. |
500 |
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Sequence of Exploitation The world's natural resources are a gift from the Old Ones for the benefit of their race. |
600 |
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Sequence of Coexistence Only those among the younger races whose existence adheres to the tenets of the Great Plan are permitted. |
700 | ||
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 |
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Sequence of the Labourers The bigger, stronger, simpler Lizardmen do much of the physical labour in their society. |
900 |
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Sequence of Geological Prospecting Geomancy can be used to locate the best ore veins, ripe for exploitation. |
1000 |
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Tablet of the Skinks | |||
Tablet of the Skinks Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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Sequence of Skirmishing Skink warriors are lightly armoured and best-used for skirmish duties in battle. |
500 |
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Sequence of Purpose Whereby Skinks are trained for battle, focusing on use of their natural agility to damage the foe. |
600 |
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Sequence of Skink Invigoration Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Skinks. |
700 |
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Sequence of Quickness Speed and dexterity on the battlefield are the watchwords here. |
800 |
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Sequence of the Kroxigors As some of the strongest Lizardmen, Kroxigors use their bulk to charge and smash through enemy ranks. |
900 |
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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 |
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Tablet of the Saurus | |||
Tablet of the Saurus Research the following items to advance the Lizardmen's Great Plan even further. |
400 |
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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 |
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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 |
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Sequence of Saurus Invigoration Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Saurus. |
700 |
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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 |
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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 |
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Sequence of Martial Excellence The Temple Guard, veterans all and many thousands of years old, are a pinnacle to which all Saurus aspire. |
1000 |
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Tablet of Beasts | |||
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 |
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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 |
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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 |
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Sequence of the Hunt Once the foe's blood begins to flow the Cold Ones go into near-uncontrollable frenzy. |
700 |
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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 |
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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 |
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Sequence of the Beastkeepers Fresh quadruped 'recruits' are always required when war comes to Lustria's jungle shores. |
1000 |
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