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I massed the barbarian t2 mounted archers that you mention. More expensive but they get the buffs and they're obviously even stronger in combat.
Aww man but I love the Feudal 20% stand together buff and the 25% upkeep reduction. Welp guess I'll try seeing how it does with Barbarians into the late game, been going Feudal and transitioning to Matriarch Spam.
Scouts cost too much upkeep otherwise.
Just noticed this in my current game - had a bunch of random T1 units from pickups, and set them to auto-explore. After a while i found my upkeep oddly high, and this was because those units cost something like 9 mana upkeep each. While a scout only costs 2.
So, scouts are supposed to scout, they can obviously be heavily abused already, if anything they need to remove the OP spidermounts from them.
Industrious can also prospect pretty much until the end of the game. Maybe even with shadow walkers for invisible underground excavating / prospecting
Even then I usually don't have more than 4. There are usually only so many paths you can explore underground at the same time.
The mana cost are the elementals which are pure magic origin units and thus will eat up mana like crazy. Normal scouts are around 8 cost upkeep gold only, and animal scouts cost only 6 due to having low maintenance. The elementals are actual combat units, and aren't too bad in a fight.
I agree the mounts are OP but then the perk is pretty much useless otherwise. There needs to be more tier two calvary units and an early tier two calvary that can melee. 4x games depend on early game snowball late game builds never work unless the AI or you are not pushing advantage.
Good to know! I got other faction builds, but yeah the spider mount essentially amounts to (Solve all Early Game Problems).