Lizardfolk
Appearance
| Lizardfolk | |
|---|---|
| Aliases: | Liz, lizzie |
| Introduced: | Round 11 |
| Round Wins: | 2 |
| Attacker: | Intermediate |
| Explorer: | Advanced |
| Converter: | Advanced |
| Alignment: | Evil |
| Land type: | Water |
| Scribes: | [1] |
Lizardfolk is the evil spy race which is good at fast attacking and exploring. Being a spy race (having military units that count as part-spies) is helpful in that fewer people will try to steal from you and most dominions will have difficulties obtaining spy ops on you. Their elite OP unit is quite efficient, has no ore cost, and does not need boats, all of which make them a prime attacking race; however, their inefficient DP makes speed a necessity. The Chameleons are almost always accompanied by Serpents to reduce the DP spendings.
Racial Bonuses
- Max Population: +5%
- Offensive Spy Power: +35%
Military Units
| Unit | OP | DP | Platinum | Ore | Special |
|---|---|---|---|---|---|
| Reptile | 3 | 0 | 315 | 0 | No boats needed. |
| Serpent | 0 | 3 | 275 | 0 | |
| Chameleon | 4 | 4 | 900 | 0 | No boats needed. Counts as 0.15 spies. |
| Lizardman | 6 | 2 | 1065 | 0 | No boats needed. |
General information
Racial Spell
Erosion: 25% of captured land automatically re-zoned into water.
The spell is not often used. But if you can spare the mana, it saves some rezoning costs if you want to build homes.
Pros
- No boats needed
- Cheapish and efficient offensive elite
- Spy race (Chameleons count as spies, rarely need to train normal spies)
- No ore needed
Cons
- Inefficient and somewhat expensive DP
- Loses DP on failed spy operations
- Poor spell
- Poor converter
- Mediocre explorer