I haven't finished the game yet, but it's already more of an endgame, as the leadership stat is slowly but surely moving towards its maximum.
They released a couple of patches, and it's become much better in terms of movement speed and some other aspects.
I didn't quite understand the balance: after a while, low-level units lose their relevance in the game. For example, in "Princess," I carried lake sprites with me throughout the entire game – they had low hit points, but, like all low-level units, they dealt high damage. And their counterattack, high speed, initiative, and flying ability compensated for the lack of hit points. In the end, the sprites killed everything, living and undead.
In KB2, there are limits on the number of units in a stack. As a result, the top-tier swordsmen, who were initially effective, become irrelevant over time. For example, leadership allows you to hire 20 of them, but only 10 can fit in a stack. At the current stage, even my third-tier units have mediocre effectiveness; we'll see what happens next.
But overall, it seems okay. I experimented with order and finesse units. In the order build, cavalry and Knights are the strongest. The former quickly move around the battlefield and punish everyone, while the latter use "provocation," causing the enemy to skip turns (because you place the Knights in a box, and they can't be attacked, and the enemy units can't attack because of the provocation).
The second build, based on finesse, is no worse. You put on two pieces of Maximilian armor, which boost armor, and rings that increase the damage of archers... And you simply shoot down everyone with golems and elementals without moving. I call this army the "self-propelled artillery column." Huge physical resistance and magical damage.