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It is planned to change the ratio of the strength of units of different tiers.
There are 2 main points here:
1) realism - the strength of knights was excessively inflated; neither the 1:5:12 ratio as it was in WGE (knights:swordsmen:archers), nor 1:13:21 as in the original (based on prices) reflects the real strength of a cavalryman relative to an infantryman.
2) reduced numbers improve gameplay, making it more discrete, and therefore more skill-based (with smaller numbers, you don't just need to deal more damage, but also make sure that this damage kills someone).
According to the new standards, the ratio is 1:3:4:6:10:12:16 (dragon, knight, griffin, monk, swordsman, archer, militia).
The 1:16 ratio of a dragon to a militia may seem strange, but here the militia is not peasants with pitchforks, but a normally armed unit, like spearmen/halberdiers from Heroes 3. There is no doubt that 5 such halberdiers can easily take down 1 knight without any problems. And 3 knights can take down a dragon (according to the original), so there are no contradictions here.
As a result, for WGE, I will try the following format (increase/unit, where unit = 1 dragon):
TIER 1
8/32 goblin
7/28 fairy
6/24 imp
8/24 skeleton
5/20 gremlin
4/16 militia (the peasant visual has been replaced, closer to a spearmen from Heroes 3)
4/12 guard
3/12 assassin
TIER 2
6/18 zombie
5/15 demon, gargoyle
4/12 archer
4/10 dancer
3/9 javelin thrower, brute (orc)
3/7 beast
TIER 3
6/12 ghost
5/10 cerberus
4/10 swordsman
3/7 golem, shaman
4/6 hunter
2/5 berserk
3/4 minotaur
TIER 4
4/8 succubus
3/6 druid, monk, vampire
2/5 centaur
3/4 mage
2/4 bear, lizard
TIER 5
3/4 nightmare, griffin
2/4 leader, priest
2/3 unicorn, witch, lich
2/2 djinn
TIER 6
3/3 knight
2/3 wyvern, balor
2/2 ent, than, reaper, rakshasa
1/1 hydra
TIER 7
1/2 necrodragon
1/1 dragons, cyclops, titan, angel, devil
The ratio of a tier 7 creature to a tier 1 creature is thus about 1:20 (up to 1:32 dragon/goblin).
Compared to the original, the following are significantly improved: centaurs (from tier 2 to tier 4), bears (from tier 3 to tier 4), griffins (from tier 4 to tier 5), hydras (from tier 5 to tier 6).
Scaling the hero's attack power across tiers (from 7 to 1) kills: 1/2/3/5/8/12/20% of (hero level + 2) creatures. For example, an 8th level hero kills only 20% of a knight with one attack (tier 6).
Equivalent units by troop groups:
CASTER
1 angel
2 djinn
3 balor, lich, witch
4 priest, mage
6 monks, druids
7 shamans
8 succubi
ARCHERS
1 titan, cyclops
3 lich, witch
4 priest, mage
5 centaurs
6 monks, druids, hunters
8 succubi
9 javelin throwers
12 assassins, archers
20 gremlins
24 skeletons
CAVALRY
3 unicorn, knight
4 lizard, bear, nightmare
5 centaurs
10 cerberuses
GIANTS
1 northern dragon, cyclops, hydra, titan
2 ent, than, reaper, rakshasa
3 balor
4 leader
FLYING UNITS
1 light dragon, dark dragon, devil, angel
2 necrodragon, djinn
3 wyvern, witch
4 griffin
6 vampires
12 ghosts
15 gargoyles
28 fairies
INFANTRY
4 minotaur
5 berserk
6 vampire
7 golem, beast
9 brute
10 swordsman, dancer
12 guard
15 demons
16 militia
18 zombie
20 imp
24 skeleton
32 goblin
Centaurs are moved from tier 2 to tier 4 (orcs from tier 3 to tier 2, shamans from tier 4 to tier 3), and in general, non-human cavalry becomes comparable to knight cavalry (centaurs, bears, lizards). This can only be a good thing, because the superiority of a knight over a white bear by a factor of several times seemed at least strange, considering that a bear can easily break any horse, let alone the rider.