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Suggestion:
I feel like the settlement upgrade path is far too expensive and restrictive. 3 tiles away to make the base farm, and it costs 50 gold? Hamlet is 25 gold 25 iron, then village is 100 gold and 35 iron. It only goes up from there. It takes too long to recoup the costs to make them and with their restrictive placement, they're already fairly limited on where they can be.
Suggestion:
Sacrifice costs also seem a bit high for what you get. It takes entirely too long to upgrade to a serpent mage in the first place, much worse to recover if you lose yours. Half the cost for the initial "shad"(Shed?) the skin ritual would be my suggestion.
Suggestion:
Harengon magic resist is negligible, way too low for their price. I recommend at least a 4 base, 6-7 for their commanders.
Speaking of Harengon commanders, they only have 10 hit points for being a 2 by 2 unit which means they die excessively fast.
Harengon bandits are available every turn, but announced for it? They also feel like more expensive clansmen but with worse overall stats. They do have acute senses which is nice, but I don't think that justifies the difference in price.
Suggestion:
Nobleman's obtain finance ritual is ridiculously over powered (Which helps to counterbalance some of the previous issues mentioned, but not enough to matter) For something they can do every turn without cost other than AP, perhaps only 4 gold income instead of 8? Or limit them to one nobleman per location to gain the gold?
Bug?:
Snakes of the flok (Flock?) are mid, but melee.
Bug?: Previously mentioned scourge lord was running around with a horde of fox folk, not sure if that was intentional or not.