In continuation of the topic:
1) Making any skill a Core Passive Perk (CPP) takes only two clicks. There are no problems with this.
Attachment 72035However, as I thought, making it "neutral" is not so simple. Because each skill is tied to its own "School," and in the case of CPP, the "School" is a Unique racial skill. Solving the problem through Duplicates has not yet yielded results or is impossible using this method.
*We will continue trying.
2) The rest of the changes are going more or less well.
As an example - the Diplomacy branch. It is available to all Factions, but in the future, I think I will add some differences in the requirements for skills, for example, Class-based ones - "Experienced Warlord", etc.
Attachment 72036 Attachment 72037Mercenaries are still under development (or rather, their textures/models) - these will be neutral Tier 1 creatures, but with stats approximately equal to Tier 3. The default version will be based on the Swordsman (i.e., Defense of Allies and other characteristic abilities), but one drawback is "Betrayal": if things go badly, mercenaries may switch sides to the enemy. Upgrades slightly change the situation; Infantry (upgrade) and Ranged (Alt-upgrade) options are planned. Upgraded units no longer betray, but they can only be created at a Fortress, and if there isn't one on the map, then upgrades won't be available.
Also, Irbet will now be the "Guild Leader," replacing Keegan's Specialist, instead of her useless "Dark Mystic." As a reminder, besides weekly reinforcements from Mercenaries, she also affects "Betrayal" in both directions. She reduces your percentage, while increasing it for the opponent. That is, at a high level, yours might not betray at all, and the opponent's units will almost immediately switch to your side after the first attack.
*It remains unclear whether I should add mercenaries to Generation or leave them as an exclusive Perk unit? 🤔