The first thing I noticed, is that they can build in jungles without cutting them down. I discovered this by accident, which is bad, I think. Shouldn't that be mentioned in their civilopedia entry?
Probably should - does anyone know where the elves mention about the same thing with forests? I'll stick it in the same place...
I've noticed there are 3 kinds of "wet" terrain. Marshes, wetlands, and swamps. This is extremely confusing. What's the point of all of those? what are the differences between them? why are 3 needed, wouldn't 1 do?
Marsh is a late addition - and will be merged into Wetlands as soon as the civ-specific yields tag is modified to allow more than one civ to be modified (so that both Mazatl and Cualli can benefit from what would otherwise be a poor terrain type).
Finally, the Mazatl swordsman model, doesn't look very good. 2 reasons.
1. The sword is badly positioned. It's sort of attached to the back of the hand, rather than being held. doesn't look right.
2. The style of sword doesn't seem to fit. I'm thinking something more along the lines of the curved swords used by priests of kalshekk, would be better.
Artwork-wise we've always said that we welcome any "better" models/animations that anyone can offer, but it's not an area that any of the team specializes in. I hadn't noticed a problem with the sword, but will take a look.
I have to disagree here. Because I had no idea what spring would do, due to having new, undocumented functionality.
It really needs an expanded tooltip, that explains what it does to wetlands, and a warning when casting it will destroy an improvement.
Oh, also, it seems spring is still castable when standing on a swamp, but it does nothing. Presumably not checking if the tile already contains a swamp..
The main problem with special tooltips for Spring is that it would display for non-lizard/non-wetland casters as well - so "will destroy <improvement>" is incorrect for the majority of cases. I have been musing on setting the Swamp-creation spell to be a delayed cast spell however, which would involve making it a new spell rather than just using spring (Prereq: Lizard, Water I). In that case, it could be resolved.
Wetlands and marshes shouldn't be combined - or, at least, if they are, marshes should be enhanced for lizardmen. Both lizardmen civs suffer the same -1 food, +25% build time penalty for marshes that every other civ does.
That's the basic plan - and why the tag is needed. Marshes would be returned to be a positive terrain type for the two lizard civs, but remain negative for others. At the moment I can easily make it positive for EITHER the Mazatl OR the Cualli, but not both at once...
Forests on flat terrain have a % of turning into Deep Jungle every turn. This chance is increased by their base terrain and whether the terrain is irrigated via a river/lake or not. Casting Spring allows you to upgrade the tile's base terrain, which affects the chance of the forest to change.
Desert- No chance, shouldn't have a forest on it in the first place.
Plains- low chance. I play marathon, and without casting Spring it can take a few dozen turns
Grassland- middling chance.
Wetlands- high chance.
Trails in Deep Jungle grant a free commerce. As a result, in my games I almost always try to power out an early worker and go on an upgrade spree. Well before cottages become available I'm able to have several high-population cities with middling income powering out workers and settlers for an early expansion rush. Late game, grabbing the +1 food in swamp tech allows you to switch to the civic that uses surplus food for military production and power out a massive army.
Finally, trails do not work for commandos! This is a huge advantage in games against raider civilizations. I have thanked my lucky stars several times as Clan riders barely make it past my borders.
This post covers pretty well the strengths of the Mazatl. Cottage spam doesn't result in massive commerce as with other civs, but there are other sources of commerce available. Swamps and Towns are both good ways to gain more food (swamps are more food, Towns are slightly more commerce) , whilst the Lost Lands civic allows for a decent amount of happiness to grow your cities. You do lose out on foreign trade routes, but if you can develop internal trade sufficiently, you gain extra food and production from that as well.
It would probably be fair to remove the ability to build farms from the Lizard civilizations - it's a poor option compared to others that they have. I'm also tempted to drop a couple of the "industrial" options as well, though they could arguably be appropriate for the Cualli.
The defining element of the Lizard civilizations is that after a while, their lands are definitely lizard lands. Swamps, jungles and hidden trails all help a defending lizard player and hinder a conqueror even if they succeed in capturing a city. It takes a little patience for the terrain to convert naturally - but it is worthwhile once it does.
The downside of that - certain areas are going to be far less useful to lizard civs. Deserts and hilly-plains won't really ever compare to a grassland forest with a few rivers...