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I'm pretty sure I haven't added any of the city founder units in this mod, that's why no cultists for chaos.
Balance wasn't the main concern for me. I'm not expecting this mod to become a PvP stable. It is mostly about the flavor and the fact that early game units quickly become obsolete.
Most vehicles are likely to die faster than their regular counterparts. I haven't just doubled unit sizes and called it a day. I've spent minimal time at balancing the new units. As a result for most vehicles they deal less damage and have less health than their singular counterparts, but as they are two, they still deal more damage. Also as they are two models instead of one, they often die faster to blast weapons and the like.
If all you care about is having the most effective units on the field, then most of what this mod has to offer should be a waste. I intentionally increased the cost of every unit beyond the point I "balanced" them for to not make any unit overpowered. But it is also very much possible that a small number of units are actually incredible powerful for what they require.
That made it so you could level up starter units and have them not just be instantly one shot by a tier 8-10 super unit. Looking just at the necron units in tier 7 you have the C'tan. You would have to do a lot of convincing to make me make the "new level 1 infantry" over that.
Question about chaos : why dont you have the cultist building units here? They are generally crap and some of the units that really should be just number spam more than any other unit. That ends up being just a straight nerf to this faction.
From a balance standpoint it does not seem like a good idea to double any vehicles. I can tell you for sure the Triarch Stalker does not need it. Does doubling a transport unit also double its unit capacity?
Doubling infantry is one thing but it is not a good idea to double vehicles.