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1. The tech costs are intentionally low, I intend the technology to be quickly obtainable after unlocking the respective experience for them.
2. The defense army health Is also by design, Instead of creating new types of defense armies I simulate the effects of advancing technology and improved defensive measures by increasing the capabilities of defense armies by large magnitudes, while they appear to be massive, it is to create a tier system where nations who obtained the army experience faster than others are far more difficult to defeat than those who are at the same level or lower. (Imagine, attempting to use napoleonic tactics against an army from WWII) Fallen empires, due to their advanced start have all three levels at the start making invasions very difficult by design until you've got more adequate troops.
3. In order to not affect compatibility I decided not to touch the vanilla armies and instead add variants of them into the mod that scale with the modifiers of each experience tier and their technologies. Think of those as identical versions as all their values have been scaled proportionally so that those who enjoyed using them still have the option.