You're changing the concept. This isn't balance, it's more like imbalance, yes. But the point is to improve the game mechanics themselves, right?
All units have been given "infinite retaliation" (now it will be more difficult to destroy a strong unit with a large number of attacking units)
Ideally, this problem should be solved by dividing them into two classes based on defense – regular and protected; the first doesn't give any retaliation at all, the second retaliates against all attacks.
Unfortunately, only the second is technically feasible.
All ranged units, except for the ranged units of Colossus and Cyclops, have received "retaliatory shot" (enemy ranged units cannot freely shoot down your ranged units)
In short, yes, it might help solve the problem. But, in my opinion, not very much. Ideally, the range of combat spells and shots should be limited; then, in order to carry out attacks, you would have to at least slightly expose yourself to the possibility of a counterattack... But, unfortunately, this cannot be done. So, you're doing what you can.
"Killing Blade" has been added to all units from tier 1 to tier 4 (equalizing the chances against large armies)
4. All tier 7 units now have "deadly strike" (fighting large armies and speeding up the game)
The bonus for the difference between attack and defense has been reduced to 0.01 instead of 0.05
Nomadic Centaurs have 11 initiative instead of 10
Well, as for the changes with machines and knowledge, they look logical. The change with the Elf Roost was a pleasant surprise.