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The purpose of forges is to allow you to adapt to specific ennemies. For instance, if your race/class combination deals mainly blight damage but the ennemy is immune to it and vulnerable to cold (which is a rare damage output) then you are in trouble. It is time then tu build the winter forge.
As for the non-forge military bonuses buildings, they may seem overpowered but they give things that bonus structures already give. Except here it doesn't rely on sheer luck about what's around your starting point, but on your choice of one bonus amongst a few.
More feedback about it welcom :)
I can also split in two mods
With this mod it's possible to actually have a working economy, to get real benefits from founding a city in a terrain type that suits the race of the city.
It's also possible to make cities specialise in recruiting improved versions of some unit types.
It could do with adding in more gold bonuses like the ones elves get for forests with sawmill. e.g Dwarves should get gold bonuses from every mountain hex along with the normal production bonus from the Quarry building. Orcs should get the same money bonus from barrens with the Butcher building that Draconians and Tigrans get.
Other than that the only problem is a few buildings that don't work or give a bonus to different unit types than their description says they do, but those shouldn't be hard to fix if you're still going to update the mod?
Some buildings that are unique to certain races would be nice too.
Either way thank you for making a great mod.
As insight they are few options for every type of terrain... you only have Dense Vegetation (only Surface) and Mountains (again only Surface, because Subterrain have FEW FEW mountains) to generate Production making Subterrain maps only like a vanilla game.
I guess my point is if you want to stop spamming units, you can just increase unit costs. Or at least make food costs proportional to production costs so cheap draconian scout/hatchling does not take the same amount of food as expensive draconian flamer
It depends on what you call low units. But the tier I and II are the only one to benefit from most military improvement in the mod, making them less useless in the endgame. Also spamming higher tier units would drain the population fast. But I agree Druid and Sorcerer are at an advantage in this mod as is, because of the summoning. Thanks for the feedback, although I don't really have time to do more balancing at the moment.
I think there is vegetation in the underground, although it is rare. The problem is that underground layer is much less varied than the surface one.