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Just remember what you say is seen by the modding community as a whole; respect goes a long ways with networking!
re: techs. No. I think you and others really need to re-evaluate how universal most of those effects are, and that on average they do wrap 15 turns of vanilla techs in one button, for what it's worth since vanilla is uber inconsistent at best, but I did comparisons multiple times.
Also, you can lower that time to 8 turns in my direct experience, you don't need merchant prince blue skills. Get Art workshops, get the high elf bundle in plutocracy, ancillaries and whatever else I'm actually forgetting. Myrmidian temples iirc. If I can do it without cheesing or painting the map you can do it too.
And get the wizard contract on cooldown. You have the advantage of not having to build anything at all for them.
Please do something to the tech tree. 15 turns is diabolical, since you can't consistently increase your research rate . Some feel extremely underwhelming for a 15 turn investment. The techs locked behind researching 2 from same row could also give a bit more oomf.
If you don't have access to merchant princes (you are not a tielan faction) you're screwed in terms of research rate and wizard cap.
I miss just being able to recruit at least an organ gun. Tanks are very inconvenient to recruit unless you enjoy turtling and gallopers\light cannons are rather weak. Mortars are just bad in wh3, you have to work too hard to make them worth it.
Was handgunner range nerf warranted in any way? The used to be my go to unit in wh2 for Catrazza, now I just never recruit them. Also, I wish I could start as him in Tilea :( He used to be my favorite.