Casus Belli: the only CBs lizardmen have readily available are Flower Wars, Holy Wars and Re-alignment Wars. There's several problems with this: Flower Wars do not grant land, which is fine by itself, if the devs had accounted for the fact that Amazons for example are otherwise untouchable. They do not have the same religion as Lizardmen and thus refuse vassalization, yet they are apparently close enough in religion to not qualify for Holy Wars, thus making them a virtually unobtainable target for a reasonable amount of time invested. Re-aligment wars are also fine as idea, but if all neighboring Skinks only sit on 25% decadence, the player is once again forced to just stare at the screen, doing nothing. Fabricating conventional claims, has in over 25hrs not brought in a single result as Lizardmen.
Investigate Alignment is a complete waste of time. Even with 250% plot power, the player might get one or two events that raise the target's decadence by 5% after a lengthy amount of time spent waiting. Again, a complete mismanagement of time invested and outcome, given that 80% decadence are needed for a CB. Not to mention the randomness of plots suddenly stopping without any pop up or notification, while the target is still alive as well, which I can only assume is a bug. Have fun spending hours upon hours just waiting for the decadence % inching 10% closer to 80%, only to drop again shortly after anyway. Time is better spend just hoping for a leader to naturally gain 80% decadence. There's 0 incentive to waste the plot slot on Investigating alignments.
Slann RNG can completely fuck a player's game on a whim. A game that already consisted of a maladjusted amount of time invested for relatively little outcome. Sometimes Slann events pop up in quick succession, and some seem to be either pre-determined to screw the player over as far as decadence goes, or are simply pure RNG on a per-event basis. This can lead to the player's decadence skyrocketing back to back, which in turn leads to sure revolts, due to the(once again) limited methods the player has at his disposal to actually influence anything that's happening.
Seriously, playing Lizardmen is either intentionally(I hope not) or unintentionally revolving around sitting in wait and hoping that something lucky will happen. The Geheimnisnacht devs practically implemented an "idle game" into the mod, because the player actions are so severly limited and counter playability its outright baffling.
Of all the botched things and broken elements in GH, the Lizardmen are the peak of weird design decisions. It's as if they're deliberately designed to just waste the player's time as much as possible. All the artificial boundaries that prevent the player from expanding in a meaningful, including a lore wise way, even dismantling and denying basic features of CK2, makes it a completely miserable experience that grants no reward for putting up with it.
Investigate Alignment is a complete waste of time. Even with 250% plot power, the player might get one or two events that raise the target's decadence by 5% after a lengthy amount of time spent waiting. Again, a complete mismanagement of time invested and outcome, given that 80% decadence are needed for a CB. Not to mention the randomness of plots suddenly stopping without any pop up or notification, while the target is still alive as well, which I can only assume is a bug. Have fun spending hours upon hours just waiting for the decadence % inching 10% closer to 80%, only to drop again shortly after anyway. Time is better spend just hoping for a leader to naturally gain 80% decadence. There's 0 incentive to waste the plot slot on Investigating alignments.
Slann RNG can completely fuck a player's game on a whim. A game that already consisted of a maladjusted amount of time invested for relatively little outcome. Sometimes Slann events pop up in quick succession, and some seem to be either pre-determined to screw the player over as far as decadence goes, or are simply pure RNG on a per-event basis. This can lead to the player's decadence skyrocketing back to back, which in turn leads to sure revolts, due to the(once again) limited methods the player has at his disposal to actually influence anything that's happening.
Seriously, playing Lizardmen is either intentionally(I hope not) or unintentionally revolving around sitting in wait and hoping that something lucky will happen. The Geheimnisnacht devs practically implemented an "idle game" into the mod, because the player actions are so severly limited and counter playability its outright baffling.
Of all the botched things and broken elements in GH, the Lizardmen are the peak of weird design decisions. It's as if they're deliberately designed to just waste the player's time as much as possible. All the artificial boundaries that prevent the player from expanding in a meaningful, including a lore wise way, even dismantling and denying basic features of CK2, makes it a completely miserable experience that grants no reward for putting up with it.
- 3
- 2
- 1
- 1