Lizard Men

**Lizardmen**

*Similar to klackons in having no outstanding late game units and dominating through numerical superiority, but this race achieves that goal through naval supremancy which both enables them to spread to unconquered lands before anyone else, and to isolate already inhabited islands from their main empire and conquer them individually, without having to worry about enemy retaliation - enemy transports will not reach your shores alive! Similarly to Klackons, Lizardmen units also lack special abilities other than being allowed to move on water, and have no additional offensive power, instead being more durable through additional hit points. While the units are durable, their magic resistance is subpar, so unlike Klackon, Lizardmen players will likely want to avoid prolonged combat against wizards having access to save or die effects or unit curses more - fortunately, naval battles shouldn't take too long, as units carried by enemy vessels can't participate in the combat and the ships themselves are quickly overwhelmed by the lizardmen armies. This race received the most changes during the lifespan of the mod, the initial design being the race with no access to production buildings. This proved to be outright unplayable so the critical Sawmill had to be enabled. After that, the race started to dominate every game, as they had growth rivaling Klackons back then, which paired with the faster settlers, vastly superior double health early units and naval superiority made them pretty much the best. This had to be toned down to give other races a breathing room, and the reduction of growth rate as well as resistance had been chosen as solutions, keeping the naval superiority and expansionist themes. Lizardmen have reduced unrest in their own cities, to ensure acceptable early economy potential for expansion, and medium levels of interracial unrest, but they still can't build a Miner's Guild so their late game production output can be lacking, requiring the race to rely on early and midgame expansion like Klackons.*

**+70 Growth**

**+30 Outpost growth**

**Settler cost -20%, Settler movement +1.**

**-1 Unrest in Lizardmen cities.**

Spearmen, Swordsmen, Halberdier, Trireme, Galley, Engineers

+1 Health, -1 Magic resistance, Water movement.

Carrak (80, Forester's Guild, sea access) : 18 Melee, 8 Ranged, 4 Defense, 6 Resistance, 4 Movement, 1 Figures, 15 Health. Ship.

Dragon Turtle (100, Armorer's Guild) : 10 Melee, 5 Lightning Breath, 9 Defense, 12 Resistance, 2 Movement, 1 Figures, 20 Health.

Javelineers (75, Fighter's Guild) : 5 Melee,4 Ranged, 3 Defense, 5 Resistance, 2 Movement, 6 Figures, 2 Health.

*Surprisingly, the race was unexpectedly inferior at the naval game and settler expansion when used by the human player during playtesting, and a simple shocking truth was behind that : Lizardmen units might be able to move on water, but they are slow. Doubled settler speed sounds great on paper but other races carry their settlers on speed 3 ships, and needless to say speed 2 armies, no matter how powerful, will fail at engaging speed 3 transports way too often. To ensure the race does work as intended, Carrack had to be added - a semi-powerful ship unit that comes early and ensures your Lizardmen units will be carried quickly into combat against enemy transports as well as letting you explore at a decent speed and carry your settlers. The added settler movement speed was kept however, as it helps the settlers reach their target after disembarking the ship, or initially on your home continent. It's also necessary for the AI who will not bother to organize a transport for settlers that can move through water on their own - while the entire sea AI has been completely replaced for Caster of Magic, the AI lacks the foresight of the human players to prepate the transport in advance instead of making their units wait for one on the shore after they are ready to board a ship. Dragon Turtles are the unit with the highest defense and resistance on Arcanus - virtually unkillable, but their low speed and damage makes them often useless at trying to conquer enemies. That's alright - the intended role of the unit is to ensure you can garrison your cities and defend your empire past the midgame, when you already succeeded at expanding and need to hold your territory and capitalize on the benefits by switching over to dominate enemies by your high tier spells. Finally Javelineers, while seemingly a mediocre ranged unit, will dominate early and midgame battles by having acceptable ranged damage output while at the same time being as durable as a halberider of other races and having identical melee attack power as well, filling both roles well.*