Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
No the expensive forts definitely stay. It's both a balance check and an on-theme decision. The Lizardmen created only one new temple city in several thousand years and that was at the site of an old one.
Oldbloods I think are probably good enough that you'll get a couple early on when you can't afford a Slann a turn. If no-one is using them I'll either make them build anywhere or a summon though - I don't want them to go the way of the lord warden et al.
The sacred spawnings make sense as being fairly numerous, being entire spawnings created to fulfil a task. But they may well be too cheap.
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