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===Mortal Empires/Vortex=== With the advent of Immortal Empires in the third game, this will admittedly feel like a lackluster experience compared to it. Having said that, if you feel like sticking to the "OG" experience or don't quite want to pick up game III yet, here are some tips and tricks. In general, if you're starting as one of the factions starting on your home turf of Lustria, you're going to feel quite cramped. ====Mazdamundi==== *'''City of the Sun''' - Big boss Mazdamundi starts with a couple nice things going for him; As the proud owner of Hexoatl, late game Dino-Doomstacks can become particularly affordable. Additionally, he can expand south relatively freely due to a province's worth of abandoned settlements ripe for the plundering/taking. Not everything is as bright as his city's namesake suggests; A permanent -10 diplomatic penalty to all Non-Lizardmen factions can make diplomacy somewhat problematic. This is exacerbated by the fact that Mazda starts directly south of the Dark Elves and has a cluster of aggressive Vampire Coast and lizard-hating Empire colonists barring his access to the rest of Lustria. After you secure your initial holdings, you should weigh your options carefully then commit to eradicating one threat at a time if you can help it. Wiping out Morathi's Dark Elves is the more challenging prospect; their abundance of Armor Piercing weaponry (melee and ranged) can make early game excursions north particularly brutal. This is made worse by the climate incompatibilities, where growth and replenishment are dramatically hindered. On the other hand, Morathi's capital city does provide some rather significant bonuses to your research, income and public order (reduction of penalties from corruption). Should you choose to go south, you'll have a much easier time and will be able to meet up with several other Lizardmen factions you can trade/confederate with. ====Kroq-Gar==== *'''The Last Defender''' - Starting in the ass-crack of the southeast, Kroq-Gar has a bit of a rough start. His only legendary lord neighbor, Tiktaq'to, is still a veritable hike through Vampire/Tomb King infested deserts and Skaven/Ork-filled mountains. You do have two other generic Lizardmen factions nearby, but they often get wiped out within the first 20 turns by either Vampires, Tomb Kings or Malus Darkblade, if you don't do the job for them. To get to the rest of your Lizard brethren (who actually matter), you're going to have to carve a path of bloody carnage across the literal length of the map. There are a couple of ways to go about it, however. If you focus your efforts, you can shove off the coast above your capital city and take the Dragon Isles province directly to the north. If you head north quickly, you can snag a veritable batch of handy Legendary Lord traits that'll turn Kroq-Gar into a particularly potent duelist and secure a number of relatively isolated, defendable provinces before you press westward. If you'd rather focus on pressing west initially... prepare for the long haul. You'll want to keep a banner army stationed either in Charnel Valley (where Clan Mors starts) or in Devil's Backbone (where the Court of Lybaras starts) to help defend against Ork or potential Dark Elf incursions. ====Tehenhauin==== *'''Lllllet's get ready to RUMBLE!''' - Brace yourself, you're deep in the Lustria-Bowl. Tehenhauin has the roughest start of all your lords, even including Horde-faction Nakai; though he has one potential ally to his immediate south, he has Vampire Coast, Dark Elves, Skaven and expansionist Empire folk surrounding him on all sides. Worse, you're effectively stuck with Skinks for infantry until you can make progress on your Skaven genocide quest. To this end, you're going to want to either focus on pumping out a flood of Skinks or focus on building your Beast Lairs to try to pump out some monstrous units to compensate for your lack of early-game muscle. Taking out the Vampire Coast first is strongly recommended, as not only do they spread vampiric corruption, but all of their settlements will provide you with valuable ports. From there, you can put the screws to the Dark Elves and Skaven to the south and claim some valuable land and sacrifices for Sotek. ====Tiktaq'to==== * Perhaps the most... bland campaign, Tiktaq'to just kind of exists in the middle of the Southlands, caught between some Tomb Kings, a random Empire faction and a fair few crusading Bretonnians. If you want, you can focus on allying with the Tomb Kings initially. They can provide a reasonable source of Trade income and provide a buffer against the burgeoning Greenskin-tide while you clean up the Bretonnians and Empire. Additionally, if you focus on sweeping east, you can get a solid point of entry into Lustria. ====Gor-Rok==== *'''The world is your Itza''' - Despite being solidly in the Lustria-Bowl and being a Saurus-dedicated, exclusive footlord, Gor-Rok is basically guaranteed supremacy due to beginning the game with Lord Kroak ''and'' starting with Itza as his capitol. Tehenhauin will often end up confederating with you pretty early and without much fuss due to the various Lustria-Bowl contenders beating the piss out of him. You'll likely want to focus your initial expansion down south to clear out the Skaven and secure the various resources found on the southeast coastline before pushing north to clear out the Vampires. Once you control the majority of Lustria, you effectively have free reign to set your sights anywhere you feel like conquering. ====Nakai==== * Formerly the most wayward of the Children of the Old Ones, Nakai's start in Albion effectively tries to throw you against the forces of Norsca for a majority of your early-mid game. After some research, he's admittedly geared for it; natural Snow and Chaos Attrition immunity courtesy of your unique tech tree grants Nakai a lot more flexibility for engaging the northern Chaos factions and despite not controlling any of the settlements he captures, the Defenders of the Great Plan generate a ''ton'' of Untainted corruption. Though this won't really benefit you personally much, your allies (or fellow players on Co-Op campaigns) will find traversing the north considerably less threatening. Having said that, due to being a Horde faction, you're perfectly free to just abandon Albion entirely and find new stomping grounds to start your Campaign in. In Immortal Empires he's even more lost, starting in fucking Cathay. But he does get a proper Stegadon as a starting unit so that's a big bonus ====Oxyotl==== *'''Deep in enemy territory''' - Aside Nakai and ''potentially'' Tehenhauin, Oxyotl has the most unique (and arguably best) Campaign. His initial start is a bit rough, being awkwardly sandwiched in the far north between the rapidly confederating Dark Elves to the west and the pugnacious Norscans to the east. Though his universal climate habitability is a (necessary) godsend, he'll find it somewhat difficult to defend and expand his home territory. If you can, try to focus down the Dark Elves once you secure your home province. Oxyotl's particular playstyle actually counters Dark Elves to a degree and if you can nip Malekith in the bud before he confederates the rest of his misbegotten kind, you can spare yourself a late-game headache and get a hell of an infrastructure set up with all the unique building chains found in Naggarond. Just make sure you keep a couple standing armies in the region for the Chaos Invasion. *'''Don't neglect your missions''' - This is because, unless you want to get constant debuffs, buff random enemy armies into the stratosphere or cause the Chaos Invasion to happen way ahead of schedule, Oxyotl's army is going to be consistently busy warping around the map doing missions rather than naturally expanding your home territory. He can warp back to the capitol and any one Silent Sanctum of your choosing freely (which you can establish in any settlement you've laid eyes upon at least once), but only once per turn and he does not regain any of the movement/actions spent prior to the warp. However, many of the missions Oxyotl needs to undertake often involves him razing or capturing enemy settlements, so you'll often find yourself with various holdouts sprinkled across the map. Just make sure that you get a banner army or two to defend your capitol if you can help it; things get ''extremely'' messy once the Chaos Invasion starts. *'''Your Silent Sanctums''' - Your other unique mechanic is a game-changer for the Lizardmen. Functionally, they're similar to Skaven Undercities; you can construct unique buildings to benefit any of your forces within the Region it was established, as well as any other regions neighboring it. This can include granting your forces permanent vision on everything within those regions, a flat 20% upkeep reduction for all of your forces within the area or even a random chance to deal damage to enemy forces happening by. Whenever you amass 8 gems, you can construct a Silent Sanctum in any settlement any of your characters have personally seen. One key function truly unique to Oxyotl is that you can actually construct a building that allows Oxyotl's army to teleport there at will. You can literally teleport a full Stegadon doomstack right next to an enemy faction's capitol city if you so desire. Suffice to say, Silent Sanctums are extremely useful and worth investing in. *'''Take Albion!''' - If you can afford the excursion, send Oxyotl or a generic banner army south to Albion and claim it. Several unique buildings in Konquata provide rather substantial financial boons and, especially when coupled with a specially kitted out Silent Sanctum, can serve as a rapid recruitment center for your efforts in the Old World. You're the only Lizardmen faction within a reasonable distance who can actually make use of these unique buildings and an early capture can prove to be a rather profitable investment for your economy.
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