When we 'level up' a city we do MASSIVE housing construction projects. Every one of our cities contains housing for far more lizardmen than they now occupy, ranging from hundreds of thousands of empty domiciles (for the small cities) to tens of millions (for Itza).
I'm hypothesizing that ALL lizardman cities are actually at 'suburb' density when measured as an average across the entire metropolitan area, simply because they engage in agriculture, and would generally need to do that inside the defensible perimeter of the extended city even on Mallus, let alone Mochantia. And because, well, they still walk places. Assuming the Old Ones didn't install magitek streetcars and light rail all over the place, it's most efficient to have the city's various industrial, commercial, residential, and agricultural (?) zones commingled.
"But... I am the great clown Pagliacci..."
Nix IS one of the most influential plan designers.
Even if he loses this round, he's significantly shaped the only other competing plan by influencing its writer. Some of the things he thought were important (like starting a god) are things I straight-up would never have put in there
And aside from being less convinced that blowing up the Ayacmanik as opposed to domesticate/uplift is a good idea, I think I agree in broad with Nix about most priorities.
I think this is correct. Basically, consulting Relic Priests is a way of saying "OK, you lose directed research, but you get double research points this turn."
If we're dealing with some specific practical emergency that demands the attention of the slann ("punch Fog Demon in the groin-equivalent with Mag 3 geomantic ritual," "bulldoze orks," "hey what's this suspiciously super-elf smelling magic rock,") then that's not helpful. If we're just generically trying to charge up the tech tree as fast as possible, it could be pretty great.
I mean, we could use just about everything on the tech tree except the 'Ayacmanik problem' projects where we have to pick one. The first and second generation Relic Priests might have a lot to tell us about infrastructure projects or the Old Ones' plans for interstellar travel and an astromantic web, for example.
I mean maybe, but on the other hand we might have wound up with a lot of slannpower on things we didn't want or that wouldn't be forseeably useful for the war effort.
On the other hand, if the tech tree explodes it'll be because we got a bunch of stuff from the tier above what we now have available. And ending up with Tepok's codpiece, if that's what happens, could be pretty goddamn effective. Remember that the slann have managed in roughly 20-25 years to reverse-engineer BOTH a personal relaxation chamber AND a giant goddamn bubble shield capable of sheltering whole armies out of the same random piece of industrial machinery that we didn't even know we'd be unlocking.
On turns where we aren't specifically planning to go to war and are just trying to get generically better at Important Shit, it's entirely possible that randomly blasting the tech tree with 3600 slannpower would actually yield pretty good results.
Eldar: "This couch is made of literally stone."
Saurus: "Remember what happened the last time your race complained about how things weren't luxurious enough?"