Actually, nevermind, I think we have conclusive evidence.
Out of 10 games, containing 7 lizardmen wizards (yay, lucky to have so many in such a small number of games), the following ratings are calculated for each race :
(1 meaning the wizard was the strongest, 4 the weakest, 5/6 if down to one city or wiped out each game, averaged)
Turn 200
Halfling 3.00
Lizardmen1.43
Nomad 3.67
Orc 3.50
High Elf 3.50
High Men 3.50
Gnoll 3.25
Klackon 3.00
Barbarian 3.33
Turn 300
Halfling 3.00
Lizardmen2.14
Nomad 3.33
Orc 5.00
High Elf 4.50
High Men 3.50
Gnoll 4.00
Klackon 3.50
Barbarian 4.33
So yeah. That number stands out so much it's impressive. The advantage was less in later turns, but still enough to keep the wizards strongest on Arcanus (typically the 1st one is the Myrran wizard).
Out of 10 games, containing 7 lizardmen wizards (yay, lucky to have so many in such a small number of games), the following ratings are calculated for each race :
(1 meaning the wizard was the strongest, 4 the weakest, 5/6 if down to one city or wiped out each game, averaged)
Turn 200
Halfling 3.00
Lizardmen1.43
Nomad 3.67
Orc 3.50
High Elf 3.50
High Men 3.50
Gnoll 3.25
Klackon 3.00
Barbarian 3.33
Turn 300
Halfling 3.00
Lizardmen2.14
Nomad 3.33
Orc 5.00
High Elf 4.50
High Men 3.50
Gnoll 4.00
Klackon 3.50
Barbarian 4.33
So yeah. That number stands out so much it's impressive. The advantage was less in later turns, but still enough to keep the wizards strongest on Arcanus (typically the 1st one is the Myrran wizard).