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Harmony - Troop Symmetry

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#1006
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Perhaps... In addition to the advantages of Knowledge, there's also a downside: in the late game, it transforms from a powerful asset into something relatively less useful. So, Knowledge stands apart; its usefulness, unlike other stats, is not linearly obvious.
Okay, I'll handle Knowledge a bit differently (I have an idea – non-linearity will be taken into account), but by default, let's assume +5.
So, let's finally decide: do we accept a +5 bonus to the stat, equal to the bonus from standard specializations?

Added after 1 hour 32 minutes
In general, I'll describe the scheme I use to adjust the hero's strength.
1) The hero's specialization reflects absolutely all the bonuses that the hero has from the start, with the exception of the starting parameters corresponding to the hero's class and the starting army (an example will be below).
2) Each hero starts with one spell (exception: 2 spells if the hero starts with two schools of magic).
3) The total strength of everything included in the specialization is equal to 8 units (conditional units).

Prices in units:
1 stat = 1 unit.
1 skill point (skill/perk) = 2 units.
standard specialization = 4 units.

Example:
Hero: Dugald
Specialization name: Archers Commander
Specialization description: The hero starts the game with the "Attack" skill and the "Archery" ability, and all archers, crossbowmen, and rangers in the hero's army receive a (+1) bonus to the "Attack" and "Defense" parameters for every two hero levels, rounded up. Starting spell: "Evasion".

That is, we get: Dugald's strength = 2 units (Attack) + 2 units (Archery) + 4 units (Archers Commander) = 8 units.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...