Some more thoughts: I think the mod really struggles with its early game (T1-T3 units) balance. Considering the expansion phase of Civ3 is by far the most important part of the game, the fact that unit power can vary so wildly during this window of time is downright punitive to some towns.
I've noticed the same towns keep coming out ahead in the game: namely Rampart, Fortress, and Castle, while some towns just can't seem to catch a break: namely Necropolis and Conflux. It's no small coincidence these are the towns with the best - and worst - T1 and T2 units, respectively.
Castle is strong across the board, with its first (and only) "bad" unit being at Tier 5 - so probably 200 turns into a game or more. Fortress is Castle but with a Defense focus, meaning you'll have more Veteran units and Heroes, magnifying that Defense even more. Rampart has the best attacker in T1 and second-best Defender in Tier 2.
Conflux is absolutely pathetic til Tier 2, where it gets a powerhouse unit... which costs twice as much as everybody else's T2. Two Lizardmen Warriors, Marksmen, or Dwarves will usually win that trade, as will 3-4 T1 units from those towns - all of which are the same shield cost.
Necropolis breaks my heart since it's what brought me to the Heroes series to begin with. To be brief, the -1 HP on Skeletons is just too devastating, turning the 6/6 into something more like a 4/5 in the simulator despite costing as much as the 6/5, 4/6, or 6/3/+1 Move. This gets even worse if you make the mistake of unlocking Necromancy, which promises hordes of skeletons but only makes them cost as much as T2 units. Zombies have the opposite problem: they're +1 HP, +2 upgraded, but only 5/5. That's a whole lot of whiffs. It's not til Tier 4 and Vampires that Necropolis seems to show signs of (un)life.
Anyway. I've implemented the no trech trading for Creatures and Creature Upgrade techs, which helped, but I feel like the early game needs tweaking.
I've noticed the same towns keep coming out ahead in the game: namely Rampart, Fortress, and Castle, while some towns just can't seem to catch a break: namely Necropolis and Conflux. It's no small coincidence these are the towns with the best - and worst - T1 and T2 units, respectively.
Castle is strong across the board, with its first (and only) "bad" unit being at Tier 5 - so probably 200 turns into a game or more. Fortress is Castle but with a Defense focus, meaning you'll have more Veteran units and Heroes, magnifying that Defense even more. Rampart has the best attacker in T1 and second-best Defender in Tier 2.
Conflux is absolutely pathetic til Tier 2, where it gets a powerhouse unit... which costs twice as much as everybody else's T2. Two Lizardmen Warriors, Marksmen, or Dwarves will usually win that trade, as will 3-4 T1 units from those towns - all of which are the same shield cost.
Necropolis breaks my heart since it's what brought me to the Heroes series to begin with. To be brief, the -1 HP on Skeletons is just too devastating, turning the 6/6 into something more like a 4/5 in the simulator despite costing as much as the 6/5, 4/6, or 6/3/+1 Move. This gets even worse if you make the mistake of unlocking Necromancy, which promises hordes of skeletons but only makes them cost as much as T2 units. Zombies have the opposite problem: they're +1 HP, +2 upgraded, but only 5/5. That's a whole lot of whiffs. It's not til Tier 4 and Vampires that Necropolis seems to show signs of (un)life.
Anyway. I've implemented the no trech trading for Creatures and Creature Upgrade techs, which helped, but I feel like the early game needs tweaking.