Age of Wonders III

Age of Wonders III

Community Made Maps & Campaigns
Welcome to the Age of Wonder III Workshop. The place on Steam to get and share handcrafted scenarios, epic campaigns and mods that implement little tweaks to full game overhauls.
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possible alternative effects for ghoul curse
I have modded the possession skills (charm, seduce, dominate, and so on) so that the units are possessed for battle but then automatically killed at the end of battle. I did that because every time I play a game with even a single unit with one of these skills, I never have to build units in cities, and the games snowball past emperors before the first month.

I did the same for necromantic aura and control undead, and greater reanimate was moved to raising only owned units (because its stupid going into the most common tombs for t3 and t4 by day 10. Testing all of this was great at limiting my growth snowball, but then I got inflict ghoul curse on my leader, and two days later ive picked up 2 t4 and 2 t3 ghouls, and I just feel like surrendering the game because its trivial now.

So, all that context aside, what do you think could be a way to alter ghoul curse to keep the flair of necromancers without stupid scaling? I was thinking that I could try restricting the effect to only t1 and t2 units, or changing it to a very low (like 3-strength spirit touch) invoke death. Making the ghoul unit property weaker is not very practical since it would affect normally recruited units too.