Lizardmen buildings

This page lists all Lizardmen buildings. As usual, province capitals can build up to Tier V and have eight slots, while minor settlements can only build to level III and have four slots each.
==Chains==
===Settlement===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements	Description
 	Settlement	I 	 	2 	800 	 	A small gathering of cohorts, usually a settlement along the Geomantic Web in thrall to a more prominent temple-city.
 	Settlement	II 	 	3 	1600	 	A minor node on a smaller tributary of the Geomantic Web, comprising a lone ziggurat, often ruled by a later generation Mage-Priest.
 	Settlement	III 	 	4 	3200	 	Located on a lesser tributary of the Geomantic Web, comprising a ziggurat and surrounding barrios, and often ruled by a later generation Mage-Priest.
 	Settlement	IV 	 	5 	4800	 	The temple-cities are where the Lizardmen spawn and live. They scatter the Southlands and Lustria, comprising of great pyramids, barrios and plazas.
 	Settlement	V 	 	6 	7200	 	All temple-cities are nodes in the Geomantic Web, but some are true nexus points - massive cities and major tributaries in power.
===Basic Military===
Building 	Chain 	Tier	Effect	Turns	Cost	Requirements	Description
 	Skinks 	I 	 	1 	1000	 	Spawning ponds are used for lower ranking Skink castes - the ponds themselves are small bodies of water, although many in number.
 	Skinks 	II 	 	2 	2000	 	The hunter-caste spawning pools hold thousands of eggs that quickly gestate new Skinks, with a subtle temperature rise, at a Slann's command.
 	Skinks 	III 	 	3 	4000	 	Elevated pools, closer to the central pyramid, are more likely to gestate specialist Skink castes and their Kroxigor bodyguards.
 	Sauruses 	I 	 	1 	1000	 	In times of war, the large lagoons in the Saurus caverns can be adjusted to gestate many warrior cohorts simultaneously.
 	Sauruses 	II 	 	2 	2000	 	
 	Sauruses 	III 	 	3 	6000	 	
 	Flying units	III 	 	3 	3000	 	
Ripperdactyl Hatchery	Flying units	IV 	 	? 	??? 	 	
 	Stables 	III 	 	3 	4000	 	
===Advanced Military===
Building	Chain 	Tier	Effect	Turns	Cost 	Requirements
 	Beasts 	III 	 	3 	6000 	
 	Beasts 	IV 	 	4 	9000 	
 	Beasts 	V 	 	5 	13500	
 	Slann 	III 	 	5 	6000 	
 	Smith 	III 	 	5 	6000 	
 	Old Ones Worship	III 	 	3 	4000 	
 	Old Ones Worship	IV 	 	4 	6000 	
 	Old Ones Worship	V 	 	5 	9000 	
 	Sotek Worship 	III 	 	3 	4000 	
 	Sotek Worship 	IV 	 	4 	6000 	
 	Sotek Worship 	V 	 	5 	9000 	
===Infrastructure===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Geomantic web	I 	 	5 	2000	
 	Geomantic web	I 	 	3 	500 	
 	Geomantic web	II 	 	6 	3000	
 	Geomantic web	II 	 	4 	1000	
 	Geomantic web	III 	 	7 	4500	
 	Growth 	II 	 	1 	500 	
 	Growth 	II 	 	2 	1000	
 	Growth 	III 	 	3 	2000	
 	Industry 	II 	 	2 	750 	
 	Industry 	II 	 	3 	1500	
 	Industry 	III 	 	4 	2500	
 	Order 	II 	 	2 	1500	
 	Order 	II 	 	3 	3000	
 	Order 	III 	 	4 	4500	
===Port===
Building	Chain	Tier	Effect	Turns	Cost	Requirements
 	Port 	I 	 	1 	800 	
 	Port 	II 	 	3 	3200	
 	Port 	III 	 	5 	7200	
===Defence===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Major defence	I 	 	3 	2500	
 	Major defence	II 	 	4 	5000	
 	Major defence	III 	 	5 	7500	
 	Minor defence	0 	 	2 	1500	
 	Minor defence	1 	 	3 	3000	
 	Special 	0 	 	3 	4000	
===Special===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Ritual	I 	 	5 	250 	
 	Ritual	II 	 	5 	2500	
===Resource===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Exotic animals	I 	 	 	 	
 	Exotic animals	II 	 	3 	1600	
 	Exotic animals	III 	 	4 	3200	
 	Dyes 	I 	 	2 	800 	
 	Dyes 	II 	 	3 	1600	
 	Dyes 	III 	 	4 	3200	
 	Furs 	I 	 	2 	800 	
 	Furs 	II 	 	3 	1600	
 	Furs 	III 	 	4 	3200	
 	Gemstones 	I 	 	2 	800 	
 	Gemstones 	II 	 	3 	1600	
 	Gemstones 	III 	 	4 	3200	
 	Gold 	I 	 	3 	1000	
 	Gold 	II 	 	4 	2000	
 	Gold 	III 	 	5 	4000	
 	Iron 	I 	 	2 	800 	
 	Iron 	II 	 	3 	1600	
 	Iron 	III 	 	4 	3200	
 	Marble 	I 	 	2 	800 	
 	Marble 	II 	 	3 	1600	
 	Marble 	III 	 	4 	3200	
 	Medicine 	I 	 	2 	800 	
 	Medicine 	II 	 	3 	1600	
 	Medicine 	III 	 	4 	3200	
 	Obsidian 	I 	 	2 	800 	
 	Obsidian 	II 	 	3 	1600	
 	Obsidian 	III 	 	4 	3200	
 	Pastures 	I 	 	2 	800 	
 	Pastures 	II 	 	3 	1600	
 	Pastures 	III 	 	4 	3200	
 	Pottery 	I 	 	2 	800 	
 	Pottery 	II 	 	3 	1600	
 	Pottery 	III 	 	4 	3200	
 	Salt 	I 	 	2 	800 	
 	Salt 	II 	 	3 	1600	
 	Salt 	III 	 	4 	3200	
 	Spices 	I 	 	2 	800 	
 	Spices 	II 	 	3 	1600	
 	Spices 	III 	 	4 	3200	
 	Wine 	I 	 	2 	800 	
 	Wine 	II 	 	3 	1600	
 	Wine 	III 	 	4 	3200	
 	Timber 	I 	 	2 	800 	
 	Timber 	II 	 	3 	1600	
 	Timber 	III 	 	4 	3200	
Category:Lizardmen
Category:Lizardmen buildings