I just started a game with Dural, here are my first impressions: - Adveturers: Dural get two Adventurers at researching Worrier Caste. Adventurers are IMO very OP. I got the Hero-Promotion for them within 2-3 combats so i could upgrade them in no time - if you get enough money (Dural get it through Grand Trading Center). Upgrade should also cost yield and be limited on Research. Maybe give the option to upgrade again to higher tier when you advance in research. Orc and goblin Adventurers are underpowered. - Rooster: The Dural Unit-Rooster seems a little sparse. They could use a simple archer and horseman, maybe unlocked at the first corresponding tech to compete with the other roosters. - Goody huts: The bonus differs very much in usefullness. You can get a 300 breakeker Tech , 50-100 Gold :-/ or a map, some EXP :-(. I dont like that. If possible breakers should be reduced to the level of gold. - Monster lairs: Same for them. 1. You can get few hundred yield (based an game advancement): usefullness depends on yield 2. You can get equipment: healing salve :-(, mithral fullblade 3. You can get (spell-)research: not sure about that. Maybe the quality of the equipment could be dependant on game advancement like the yield. Maybe an event could pop up were you can choose between two or three options (but reduce the numbers of the yield a little). -Same for goodys found when building improvements. In the beginning 340 Gold is huge. If possible it should scale with gameadvancement. - I really like most of the changes though! With each iteration the game feels more balanced, whitch makes different playstyles viable.