yeh, I was fighting str 20 archers and str 30 allosaurs, while Ivan was fighting str 60 archers and str 80 archers .... we had a theory that if u threatened a village/goblinfort/ etc, that particular lair's troops could get exponentially stronger .....
My personal solution to that for the next game was to simply kill off the lairs before they had a chance to ask for slave tribute (or to be threatened by me ...) and also somewhat increasing 'BarbSpeed Percent'
I tottally understand increasing the NUMBER of units .... but increasing their STR by +2 for every threat (or +4 for every orthus taunt) seems a bit extreme ...
This was extended 4.1 .... which is why we now are playing with an unofficial "patch 0.01" which increases Barbpercent to 200 ... (just to be sure) ... its probably using a nuke to swat a fly at that rate ..... but at least the barbs haven't been getting immediately over 20 str now .... (even if threatening almost never seems to happen anymore
--> I was having to fight a stack of str 23 archers while my guys were still str 10-16 .... it was craaazay (magic and withdrawal only thing that saved me)
THIS WAS ON BASE 4.1 EXTENDED ...
----> on Another news, COMPLIMENTS TO THE CHEF!!

... I LOVE!!! this improved economy!!!!! that resources no longer lower with combat is divine, and that improvements costing gold each turn was removed- also divine!! .... even city maintenance seems a bit better, although civic maintenance is still extreme lol ... (profits should be at low upkeep, the rest of the specialties should be at Medium or Low ... Magocracy and Aristocracy at Medium for instance) .... really only Mago/ Aristo/ and Religion are worthy of the 'high' civic upkeep, but even that is a tad o extreme ....
Anyways, just stopping in to say that the Economy has VASTLY improved from everything that came after Wildmana (that is, anything MoM) related ... b/c honestly on the transition from Wildmana to MoM it was just unplayable for most of the versions .... but with 4.1 its actually a pretty decent mod
Also a Question (a criticism, a bonus, and a question) ... my question is ... I've noticed that the Balseraphs get a 100% damage limit version of spells, but it also kills the caster, is this a Puppet-based thing???? Or is this for Balseraph adepts and mages, basically trading in Time+Resources for a potential stack kill??
If the former, how OP!! and if the latter .... Balseraphs need to go Herbalist guild and buy that +reagents arcane trait
