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Since you can't modify undead after-the-fact, your initial horde are effectively fodder after a certain point and you have to destroy them somehow just to replace them with objectively better units.
They aren't gamebreakingly bad but it gives a good deal of tediousness that the other ingame factions lack
^-- This.
The only sort-of solution that I found to the most aggravating issue, wood gathering, was to dig down to level 3 and hopefully find some 'shrooms. That and locking/forbidding the entry doors to the dungeon are the solve for "Where did my other zombie go" problem... :)
A sort of "Filterable" Forbid Zone tile?
While practical, it'd also remove that bit of Management necessity that's a necessary counter to the advantages of certain Sunlight-Adverse units. They have some strengths that do have to have some downsides, somewhere. (Though, honestly, I use all of those units as "Garrison" units while I'm away, raiding with more flexible units. With the exception of the opening portion of play with those up until the base-map is clear.)
Zombies are pretty dumb, tho... Historically speaking, that is.
PS: I miss the "nighttime behavior" of Wolves, though. That nighttime "hook" could be applied to Zombies et al as well, one assumes. I don't know that it's still in the game/engine, though.
There is a difference between a balancing drawback and making something that's just bad. Unless you can give me written proof from the game dev that this is a purposeful balancing caveat rather than issues coming up from the zombies being converted to a grunt unit from a combat unit, then I refuse to engage the mechanics of the zombies as anything other than poorly built grunt units.
This brings up another problem because this effectively makes the zombies even less intuitive as a combat unit because, iirc, you cannot differentiate different kinds of balsam units.
The zombies are not good game design in any way. At the bare minimum just adding in a zombie with a hardhat or something as a separate grunt unit would be a step up.
why would u use a working unit for combat
just use one of the other units
Because the zombie is a combat unit (although a low level one) that was given the grunt slot for the necromancer. My issue is if this is the intended solution then just make a sole grunt unit for the necromancer rather than using the zombie.
Unless the dev literally goes "I would rather keep it this way for X reason" instead of having a sole grunt unit then problem not solved.
Whether or not the player can work around it is not the issue, the issue is "Are these workarounds actually adding anything? Can they be removed?". The zombie grunt unit is, in my eyes, flawed with no actual reason (aside from speculation).