A couple of quick notes here that had been originally discussed in one of the more recent balance threads, but seems more appropriate on this one now.
I had noted that I felt the appearance of other races/units should be more practical driven, and a lively discussion ensued after those initial posts.
Sephi I think you had mentioned you were going to provide a compromise solution, but I can not recall what it was, or if you had a chance to implement that fix to date or not.
I will add these comments and observations to be considered as the Flavor Modules continue to be worked and improved.
Other racial unit creations are currently active from the start (not modified by population or border presence) and easily 50% are non grigori. I tracked this for a couple of days, and there was never more then three grigori or three non-grigori units produced in a row within that 50% margin. Ok my solution to this was to keep the grigori units in my cities, complile the muggle bloods and use them for cannon fodder.. haha
The second observation is more important then the first. If I wanted to train a scout, and if it was produced as a non-grigori unit, it was likely to be a gremlin. Which though technically may be a recon unit. It is of no value to me when i need a scout with scout movement ability. Sure this could be considered a wild card challenge of sorts, but for me its a pain to micromanage the wild card unit creation.
Again I would like to see this be a matter of choice to the player in some fashion, which I think Sephi indicated would be a part of that compromise solution.
Trying not to beat a dead-horse, just wanted to bring these additional observations to the table.....
