Yep, it's them again, this is the second time these guys earned their own thread.
Watching the AI's performance and collecting statistics, as well as my own game experiences against them and what some forum posts imply, I think the race is currently overpowered, at the very least under AI control, but probably on the whole. I'll post more about that after collecting more data, but this one race is so far ahead I dare to say it's conclusive even from only this much.
This is not a surprise if you consider that
-They have 2.5 times the population growth bonus of an average race
-They pay a discounted price for settlers
-Their settlers can move twice as fast, and through water, so you can settle way more territory way faster than otherwise possible....and then those new cities grow really fast too!
-And their early standard units are probably the strongest in the game due to having an extra hit point which doubles to power of a swordmen unit and increases a halberdier by 50%.
-Complete domination of intercontinental travel as every unit is swimming, so enemy transports can be sunk easily before reaching shores.
-If that wasn't enough they also get a -1 unrest bonus on their own race.
That's a bit too much of good stuff in exchange for...what? A weaker late game? No Bank and Merchant's Guild, no Miner's and Mechanicians, no Parthenon and no University/Sage's Guild? Oh man I don't get an extra 60% gold and production but I have 3 times the usual amount of cities, that's horrible! (and this assumes you didn't conquer other races with your early strong units) My late game unit has the highest armor and resistance a normal unit can have but has weak attack power? omg what am I going to do with that...wait I can buy Paladins every turn in that one High Men city I found I have the largest empire to pay for the costs of anything if the armor on turtles is not enough to win...
So yeah, any idea how to fix this? Aside from reducing the +150 population to +120 and the +40 outpost growth to +30 which I most likely will do, but doubt is enough to fix it.
One last thing to mention, aside from one race dominating most games under AI control being boring, the other problem with it is, lizardmen have much slower turns than others because they have more stacks and those stacks are all intercontinental.
Watching the AI's performance and collecting statistics, as well as my own game experiences against them and what some forum posts imply, I think the race is currently overpowered, at the very least under AI control, but probably on the whole. I'll post more about that after collecting more data, but this one race is so far ahead I dare to say it's conclusive even from only this much.
This is not a surprise if you consider that
-They have 2.5 times the population growth bonus of an average race
-They pay a discounted price for settlers
-Their settlers can move twice as fast, and through water, so you can settle way more territory way faster than otherwise possible....and then those new cities grow really fast too!
-And their early standard units are probably the strongest in the game due to having an extra hit point which doubles to power of a swordmen unit and increases a halberdier by 50%.
-Complete domination of intercontinental travel as every unit is swimming, so enemy transports can be sunk easily before reaching shores.
-If that wasn't enough they also get a -1 unrest bonus on their own race.
That's a bit too much of good stuff in exchange for...what? A weaker late game? No Bank and Merchant's Guild, no Miner's and Mechanicians, no Parthenon and no University/Sage's Guild? Oh man I don't get an extra 60% gold and production but I have 3 times the usual amount of cities, that's horrible! (and this assumes you didn't conquer other races with your early strong units) My late game unit has the highest armor and resistance a normal unit can have but has weak attack power? omg what am I going to do with that...wait I can buy Paladins every turn in that one High Men city I found I have the largest empire to pay for the costs of anything if the armor on turtles is not enough to win...
So yeah, any idea how to fix this? Aside from reducing the +150 population to +120 and the +40 outpost growth to +30 which I most likely will do, but doubt is enough to fix it.
One last thing to mention, aside from one race dominating most games under AI control being boring, the other problem with it is, lizardmen have much slower turns than others because they have more stacks and those stacks are all intercontinental.