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In my opinion, if anyone suffers from an unbalanced game, it's the Hive. Just look: Archers are definitely better than crossbowmen, Zealots and Adepts are also stronger than the Militia of the Lords, in my opinion. That leaves only Paladins with Knights and Archangels with Seraphs, and even there, the choice isn't clear-cut...
I don't entirely agree. With level 2 units, yes, the choice is almost obvious. Regarding level 1, I think stunning and pushing them to the end of the turn order is very useful, since they deal weak damage anyway, especially against higher-level units. With Zealots, yes, they went overboard; if their stats were reduced to the level of the Militia, there would be balance. But in general, if we're so afraid of archers, we could make level 1 Militia units that would protect their own, and the rest could be Zealots. But against Special Units, in my opinion, Militia are a must-have. Griffons, in my opinion, is one of the most interesting upgrades in the game... I've already written this in this thread. I disagree with level 5. There is balance; sometimes, divine power plays a crucial role, just like Stone Skin. And removing enchantments may not work, so the turn and mana are wasted. Level 7 is also well-balanced, but there are problems with level 6; there's an advantage for the Knights of Isabel.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.