The restriction that doesn't apply to neutrals – is it a technical issue? Or a balance issue?
It's kind of weird. I mean, it's clear that units with a size of less than 20 won't accumulate using this scheme, but still... Especially combined with other, not the weakest, skills in leadership (attack is no longer needed for retribution, and defense is also moved to leadership). I don't know, it's crazy. You pump up troop recruitment, charisma, and defense, and you become invincible.
In the original, the game lasts about 4 weeks (if you don't drag it out); here, it is planned to be 2-3. The base movement range is increased by 1.6 times, and experience gain will also be accelerated (approximately +1 level per day), and city thresholds are reduced by 1.5 times (from 3 to 2 levels). This significantly affects the balance of time and perks that are spread out over time.
Charisma, defense, empathy, retribution – all are very good perks, but the base of leadership itself is weak, and this is how it is balanced.
I would make troop recruitment either 10% per week.
How do you manage to implement such things? I want to too...
Added 4 minutes ago
Cool. It was already difficult for the Warlock to win in the late game with his focus on destruction, and now they've cut him by another 50%...
Also, the sorceress is now taken at level 2 luck, does not require a dark ritual (saving 2-4 levels), and grows immediately with +4 luck instead of +3 (because of the bonus from Energy of Luck).
In addition, the sorcery branch will also be strengthened (+1/2/3 to magic), but I haven't gotten around to writing it yet.
Finally, the base of luck (even though it has been reduced to +50%) is very strong: it gives an additional +1/2/3 to attack (in the original, it's +2/4/6), and a good bonus to combat.
I suggest that you don't compare it to the old skills yet, but only among themselves – those that have already been presented. Are there any unattractive skills or branches in them that are not interesting to upgrade?
There are already skills to protect against fire. For example, in the light branch. At the same time, other elements are somehow ignored.
Leadership skills are too overpowered, almost all of them.
Also, keep in mind that in WGE, stats play twice as much, since they are balanced in this way: attack and defense give a 10% bonus for each unit of difference, and magic is strengthened and depends more on magic and mana. So, the same +2 from the "Fireproof Armor" perk is a big bonus, like +4 in the original, plus the defense against fire itself.