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Ein Übersetzungsproblem melden
What I noticed is when I look at possible buildings and what units they unlock, it always shows for my starting race, also when the actual city has a different race. Finished Tigran dreadnought and Frostling Sorcerer, now its Keeper of the Peace Master Marry Me, a beautiful Necro Human vs 6 alliead Emperors.
Your mod really enriched this game so much.
1) Sylvan Ranger, change that it is +1 melee on veteran instead of +1 ranged, to nerf the ranged a bit and be more in line with the Hunter that has those medals.
2) Noble Archers with 13 base ranged damage and +1 ranged on each medal makes them very powerful. I would suggest better with 13 base ranged to make them the most powerful archers without medal, but then +1 melee instead of ranged on veteran and elite. Makes them on gold medal as powerful as other archers (but still very powerful)
Also, Sharpshooters having 58 health does feel for me a bit odd, why they would have more then others. Maybe have 50 on them as well, as with noble archers? Or even 48 instead, to make noble archers a bit more powerful in comparison?
My experience playing with elves is that T3 archers survive quite good, and have a lot of hitpoints as soon as they get a couple of medals anyway, so do not need to high starting hit points.
Just suggestions, but I saw some other saying elves are quite powerful, so might balance it a little bit, while keeping in line with other units.
As for the Sharpshooter, he got 45 hitpoints, not 58. You are mentioning Sharpshooter along with High Elves (my mod only got a human one) so I think you are mixing up my units with units from another mod.
Ah, true, Sharpshooter is from another mod, my bad!
The other classes (sans Rogue, which get other benefits such as the improved Plague of Brigands and the Makhai) instead gets new T3s and T4s from dwellings. The reason why is that they summon theirs, and I wanted to avoid any balance issues with other mods caused by adding new spells to the tech trees.
An early concept was adding new units to the Summon Eldritch Horror and Summon Horned God, but adding a random factor to spells that never had them could potentially break strategies built around the idea of knowing what you get.
Either way, this should go to the other, more generalist thread (council).