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Thank you for your feedback. The idea was that neutrals would be easy to kite, and due to the low growth rate of heroes, they would take a lot of damage from hand attacks. Initially, the Ents were designed to have no gold cost, and their maximum damage was 20 higher, making them slightly overpowered. Also, the "mechanic" status is more of a plus than a minus. I'll try to adjust the lower damage threshold. And the first 4 tiers will receive a -2 attack penalty. This shouldn't be critical for the Dungeon faction itself, but it will weaken the neutrals. Regarding the building layout, it was designed to "restrict" paths but be balanced in terms of resources. However, if some buildings are critically important, I can simplify some of the paths. I've simplified the path to Tier 7. Now, it only requires un-upgraded Tier 5 and Tier 6 buildings. Tier 7 upgrade requires a Capitol and a Castle, as before. The building layout is balanced in terms of the speed at which units are produced per week, so I'm unlikely to simplify it further.