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Lizardmen part 2

Oh sorry, didn't realize you were reducing javelineers; I thought you were just removing the racial bonus to standard units.

Still for inquisitors (especially sorcery but somewhat also life), the race will lack units for a lot of the medium stages of the game.

But, I've stated my preference (higher cost), so, I'll live with the final decision.
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Inquisitor shouldn't work seemlessly with every race anyways though. For example, every race without a purifier has to live in terror of encountering a Chaos user. Lategame races have to figure out how to survive early. Rush races (and halflings) have to figure out something spell-based to carry them in the late game. Races with poor economy have to figure out how to generate enough income to afford everything they need. etc.
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(October 6th, 2016, 07:32)Seravy Wrote:
Quote:There's really no reason they need to have that.

They do. The reason is, to be able to take advantage of reaching far away continents other players haven't colonized yet. There is no point being able to move on water if it takes 30+ turns for the settler to arrive only to find the spot already taken by someone who had to use ships but said ships move 3 tiles a turn so they arrived first anyway.
Well, why not give them ships too then? You could even make them really good, fast-moving ships. The 2-mover settler problem is a snowball issue, because it creates the situation where they get up so many more cities so much faster than everyone else, which is why it sometimes feels like the entire map is completely covered with them.
But, as Nelpline said, I've stated my case and as long as they get some kinda nerf I'm happy.
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i think the problem is that units with waterwalking or flight will never embark ships; so it doesn't actually help to give them ships.
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(October 6th, 2016, 18:07)Nelphine Wrote: i think the problem is that units with waterwalking or flight will never embark ships; so it doesn't actually help to give them ships.

Exactly.
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