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Old July 2nd, 2009, 12:50 AM

kianduatha kianduatha is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

The Summon Allies option seems like it would lead to a very strange path for Lizardmen--castles become less important than Slann for troop production. Think of it like this: A castle and temple now costs 2000 gold. Two fourth-generation Slann in comparison costs 1700, and would give you as many temple guards as a castle(at least 3/turn apiece, i presume?). Sure, you have the opportunity cost of two Slann--but wait, it was actually *cheaper* than making the castle in the first place. All you really lost was two commander recruits which probably would have otherwise been skink priests. And you can't really say you 'lost' the commander recruits either, because in actuality you got the best thing you could recruit. You didn't get the early-game usage of two skink priests, then.

Frankly, that sounds terrifying. I could see someone year two having only two castles maybe and over a dozen slann in stasis just pouring out hordes of temple guards, since it's actually more economical than the current strategy--and gives you buttloads of high astral mages for when you need them.

Domsummon is in comparison actually sounding more tame.
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Old July 10th, 2009, 12:13 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

In case you haven't checked to figure out why flood of serpents doesn't work right yet, the issue is a typo in the #fatiguecost line.
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