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Balanced Units - A minimal balance mod for units

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I don't mind, both ways are concise enough, so let's go with this:
6. Forest Archers: damage 5-7 (instead of 8-9)

Regarding other debatable points:
2. Archers: damage 2-6 (was 2-8)
How many opinions against? How many for?
On one hand, this cuts the damage of the skill-less "everyone shoot" strat by 20%; on the other hand, in the context of increasing the armor-piercing range to 4 tiles for Crossbowmen, it strengthens an alternative, skill-based strat for targeted sniping of large melee units, which can provide much more profit than Archers.
3. Rakshasa Rajas: initiative 10 (was 8), +agility
It seems we agreed on raising the initiative to compensate for stats. Agility, meanwhile, compensates for the lack of no-retaliation before a whirlwind (an attack covering 6 tiles).
This is a debatable issue; I value no-retaliation as +25% survivability (only in melee, doesn't save from archers), and whirlwind as +60% melee damage.
Agility provides a significant increase in survivability up to +50%, but only at the start or with maximum momentum. When using charge, the Rakshasa stays in place and the bonus disappears immediately.
In RTA, a passive bonus of +7 defense is given instead of agility, which is even stronger.
9. Jarls: 100% fire strike (was 120%)
Without the Circle Rune, Jarls are almost always chosen because their ranged ability is an order of magnitude stronger than the Earls'. Jarls deal 120% damage and ignite, versus a weakened chain. If an Earl attacks, he deals 200% damage to the first target and 100% along the chain; when using the ability, he only deals 100% damage to the first target and then along the chain.
Personally, I don't see the point in giving increased damage to an ability that is already great (hitting any target without retaliation and without penalty, additionally with ignite - fire mark).
On the other hand, this is not such a significant nerf; it's quite possible that Earls won't become more popular. Perhaps this is my subjective opinion and Earls are in demand enough, so can we discard this change?

Currently, Earls have 20% more health but 10% less initiative than Jarls. Damage to the primary target is roughly the same. Then the Earls have a guaranteed chain versus the Jarls' random wave of fire. And the "shoot" chain ability (only) versus the "shoot for 120% damage with ignite" ability. Comparing damage, the chain is spread as 100% to each target, while the Jarls' damage is 240% to one target + ignite.
12. Demonesses: damage 9-13 (was 6-13)
Let it be so.
13. Hell Horses: aura damage 7 (was 10)
Any more opinions against?
As an alternative, in RTA they simply added +3 defense to the upgrade, but in my opinion, that's a "dirtier" solution, as changing an ability is perceived more easily than changing stats. Provided that the ability remains relevant, and damage of 7 is very relevant indeed.
15. High Vampires: damage 9-13 (was 7-11), Vampire Lords: stun factor 1 (was 3)
In all tournament mods, the stun factor was cut; there seems to be nothing to discuss here. However, regarding the buffing of High Vampires, we can talk.
Currently, the alt has: health 40, speed 8, stun; the upgrade has: health 35, speed 7, no-retaliation.
In my opinion, the lack of no-retaliation is fully compensated by stats (health, speed). Stun, however, gives a pure advantage. Hence the 22% damage increase for the upgrade.
16. Trappers, Mistresses of the Night: invisibility 2 rounds (instead of 3)
Any dissenters left?
17. Nimble Riders: 100% tailwind (was 25%), +agility
The alternative is 75% tailwind + agility; it's a matter of preference. 75% was used in RTA and TE, 100% in VGE. Let's hear your opinions.
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