Lizardfolk

Description

The Lizardfolk race took everyone by surprise when they slithered out of the oceans in great numbers less than a century ago, attacking and pillaging coastal settlements before gradually pushing further inland. Their origins are pure speculation, ranging from Human scientific experimentation to Merfolk slave liberation.

With chameleonic warriors that melt into the shadows and blend in perfectly with their environments, by the time you realise the Lizardfolk are coming... it's already too late.

Home land

Water

Racial Spell

Erosion: 20% of captured land re-zoned into water

Race Perk Value
Max population +5%
Spy power +10%
Food consumption -15%

Military Units

Unit OP DP Perks Cost
Reptile 3 0 Offensive specialist.

No boats needed.
275p
Serpent 0 3 Defensive specialist. 275p
Chameleon 4 4 Hybrid elite.

Each unit counts as 0.2 of a spy on offense.

Each unit counts as 0.2 of a spy on defense.

No boats needed.
875p
Lizardman 6 2 Offensive elite.

No boats needed.
1,150p