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Balanced Units - A minimal balance mod for units

#83
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I'll say right away that all pairs have become more or less balanced. Next are my complaints:
Crossbowmen - Archers
In my opinion, crossbowmen shouldn't have been changed. They are unique and quite strong. They fit perfectly into the balance at their level.
Even with 2-6 damage, archers remain too effective. Other level 2 ranged units still lag behind them significantly.
Rajis - Rakshasa
It's not clear why they were touched at all. This is clearly not a "no choice" pair.
Rajis may be slightly weaker than Kshatriyas, but they fit much better into the tolerable concept of mages. Perhaps, in the controlled environment of the Random Tactics Arena (RTA), a mage could be made into an attacker, with Kshatriyas looking much stronger, but in normal games, this could not be relied upon. Kshatriyas appeared very rarely there. In the vast majority of cases, Rajis were chosen.
If it was so important to balance the pair, then it clearly wasn't by buffing Rajis.
Dancers of Death:
Buffed to the level of overpowered Wind Lords.
Masters of the Bow:
They were already very strong. The buff is clearly unnecessary!
Mountain Guards:
They still don't reach the level of Warriors. In my opinion, it's still necessary to nerf the overpowered unit and bring the other one up to its level.
Berserkers:
The other unit is still much stronger. Their abilities are too good.
Fire Demons:
The explosion is 3 times stronger? The formula is almost like that of a Skilled Armageddon Mage. In my opinion, their HP should be buffed more than anything. Well, maybe also increase their initiative by one.
Demonesses:
With 9-13 damage, the conceptual feature of the faction disappears: a large damage range. It would be better to buff them in a different way.
Higher Vampires, Vampire Princes:
In my opinion, the Higher Vampires were buffed unnecessarily. It would be better to further reduce the power of the overpowered unit if it remains strong after the nerf.
Hunters, Night Queens:
In my opinion, invisibility shouldn't have been touched. It wasn't about penetration, but about cunning.
Swift Riders:
In this pair, the Riders are overpowered. 100% chance to trigger is an excessive buff, but it still doesn't surpass the ability to destroy almost any stack by reducing defense to 0.
Shadow Lords:
In my opinion, the balance is good in this pair.
Red Dragons:
The buff is strange. It would be better to simply emphasize their more aggressive concept.
Nomad Centaurs:
+1 initiative is a very strong buff. If it's not enough, then it's better to reduce the attack of the War Centaurs.
Daughters of the Sky:
Another caster(( I didn't like this in the Trials of Fire expansion either. But this is probably a matter of taste.

Also, the following should be fixed:
Vermin, Harpooners, Warmongers, Offspring - overbuffed.
Thunderbirds and Banshees - underpowered.