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====Kroq-Gar==== *'''Scar-Veteran Doomstack Simulator''': Kroq-Gar probably got the biggest buff/change transitioning from Mortal Empires to Immortal Empires among the Lizardmen. The first notable perk is that his faction has been ''heavily'' re-tooled to focus on Saurus; specifically Oldbloods and Scar-Veterans. Faction wide, Saurus Spawning pools now grant additional perks beyond the ability to recruit Saurus units and, at 4th tier, will grant an additional +2 recruit rank for Scar-Veterans. This stacks with both the Humble trait and Star Chambers (which now, unfortunately, can only be constructed in province capitals), letting you ''very'' quickly start cranking out high-ranking Scar-Veterans on Carnosaurs. If that weren't enough, all Scar-Veterans and Oldbloods gain a 30% boost to experience gain and get an extra 1% Weapon Strength per rank they have (capping out at a [[/d/|+50% weapon strength buff at max level]]). The Last Defenders did lose their universal -10% upkeep discounts, but it's slightly made up for since Oldbloods gain a -15% Upkeep reduction for their banner armies, encouraging you to run them as Lords for your more expensive doomstacks. Though by no means should you forsake taking a Slann here and there. :Kroq-Gar himself downgraded some of his personal buffs, comparatively. Gone are the leadership and armor buffs for Stegadons, Bastiladons, Terradons and Carnosaurs. Instead, Saurus and Cold One Riders gain a 25% experience gain buff and his former -50% upkeep reduction for Saurus and Cold One units has simply dropped down to the fairly standard -15% universal upkeep reduction all his Oldblood units get. Much more versatile than before, though. :Speaking of the scaly lizard, he starts on the eastern coast of the Southlands, smack dab above Teclis (for now). Teclis makes for a decent defensive ally if you so wish and a valuable buffer against the southern Chaos forces such as Kairos. Almost invariably, you're going to be forced upwards in your wars; smaller Skaven infest the Kingdom of Beasts province and Khalida is often prone to declaring war against you once you work your way north. Immediately following Khalida, you'll likely draw the ire of Clan Mors and be drawn straight into the Karak Eight-Peaks race, oddly enough. :Should you sail northeast, you can evict Ku'gath from the Dragon Isles for a nice footstep into southern Grand Cathay and the Darklands. Anyone who's played enough of Mortal Empires might be so inspired for a fresh change of scenery. :Heading directly west to meet up with your lizard brethren is also far more tenable, now that you don't need to fight your way through an entire desert's worth of Tomb Kings. You'll still need to secure your starting province, but as the Golden Tower now stands as a convenient mountain pass, you can meet and greet Tiktaq'to extremely early in the campaign. His starting region offers a nice launching point into your ancestral home, where you can ideally encounter Tehenhauin clinging to life on the bottom cape of Lustria. Should you wish to actually expand there for all the unique buildings and legendary lords ripe for confederation, you'll need to make sure you don't neglect your Southlands homelands.
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