Lizardmen Tech-Tree
The mod adds over 50 new technologies and new Unit-Abilities and some more… to the Lizardmen Tech-Tree.
I decided in the mod to append the technologies to the end of the orignal tech tree. Since the tech tree of the lizardmen has no gaps and is closed in itself, an implementation of the technologies was not possible, so I had to create tech groups. Therefore, the technoligies are "separate" from the original techs.
Nakai’s tech group Developments has been adapted to the Horde.
Completely technologies with new effects have been added to the vanilla tech-tree.
New technology groups were created (at the end of the tree). Infatry, Beasts, Dino-Monster, Development, Missile, Cavallery & Flying Units, Outpsot Units, Resistance, Abilities ect. (see pictures).
As already mentioned new abilities and attributes were added.
Improvements have been added for economy and, of course, for the units.
Infantry:
Upgrades for Skinks, Saurus and Temple Guard. Morale, charge, attack, defense and weapon damage.
Dino-Monster:
Upgrades for Beast (Salamander, Carnosaurs, Stegadon, Bastilidon, Troglodons, Dread Saurians ect.).
Missile:
Upgrades for all missile infantry units. Range, ammo, relaod time, ranged damage.
Developemnts:
Includes improvements for the economy and research speed.
Heroes & Lords:
As the name says improvements for Heroes & Lords.
Just like my other tech trees.
Cavallery & Flying Units:
Upgrades for Cold Ones, Terradons, Ripperdactyls and Caotls.
Abilities:
The Ability Tech-Group includes 6 Technologies with new 4 Abilities.
Resistance:
Contains resistances for all units. (Physical-, Missile-, Magic-, and Fatigue Resistance)
As upkeep and recruitment costs are reduced in the mod tech-tree, small negative effects must be accepted for the technologies. (See pictures)
Outpsot Units:
Improvements for Outpost Units.
Just like in my other tech trees (like the Empire Tech-Tree)
For a rough overview, please take a look at the images.
Does it take forever to explore the tree now?
NO, if you want, you can research faster by quickly researching the technology to increase research speed in the Developments the tech-group.
The vanilla technologies have not been changed. Thus, the mod is compatible with all mod that does not create new technologies. Mods that, for example, only change the vanilla effects or add more effects (and no technologies) will work.
The mod very rarely needs an update, because CA rarely changes anything in the technologies. (I’m not aware of any case so far.) Nevertheless, I will of course try to keep the mod always up to date.
But remember… technology mods almost never need an update.
The hole Tech uses CA-Unit Sets, therefore, custom/mod units should benefit from the technologies.
The tech descriptions are still missing, but DarknessWrath will submit them later.
In advance a thank you to DarknessWrath.
I wish you a lot of fun with the mod.
The compilation of all my tech tree mods is called "Tech-Tree Compilation".
Please give me your feedback if you like the tech groups better than implemented technologies. They are harder to find but don’t change the look of the tech tree.
You can find more mods here:
https://steamcommunity.com/profiles/76561198043919449/myworkshopfiles/