again, just lurker comments :
having %vs cajar + 75 turns might be a bit too much (or not).
I'd rather you have both the %vs cajar
+ prey can be civ (maybe not at first, maybe based on %of game) (I mean, if you launch the hunt spell at 25% of total turns of the game (that value is already being calculated somewhere), 25% of the prey are other civs (or maybe 10% +turn%)
Is it possible that when targetting the civs (not barbs) the prey are assigned not really randomly but either :
-more chance for stronger
strength
units (or arcane)
-or more chance for high xp units +heroes.
As for effect of prey :
it would be good if prey has no effect on cajar and cajar +1 and only on cajar >= 2 (beware of prey giving +20% against cajar 2 + +30%against cajar 3 ...etc +50%against cajar 6 for a grand total of +110%against your unit) maybe a small cumulative 10% would be ok.
or instead, maybe the "prey" promotion gives +25%xp per combat => more xp means harder to kill.
Or, maybe you can have odd "cajar" give +1
and the even number cajar give "+2FS" => thus you half the effect of the cajar promotion, but still make it a good promotion.
I hope you won't use all the propositions ever made as in the end there is the risk of nerfing the hunt system too much.
lastly : about more "tier IV" units.
it is not really that I want them to have stronger units (well, if you nerf/balance the cajar system, maybe they won't be so overpowered and you'll want them to have more tier IV units.) It was mainly for them to have something to aim for and something they want to upgrade too.
On the no-weapon theme :
-They have no bronze-iron weapons. so Melee is not really more interesting than recon.
Cajar works for all. thus, even if initially weaker, recon can be stronger than melee.
thus I hope you'll have some interesting things to propose to the melee line (more than theire ability to get shockII, coverII, City Raiding, that the recon line can't get).
(maybe you can propose for them (melee) a special equipement at iron working /mithril working : said equipement gives them some instant bonus (+2/+1), costs money : removes the ability to get any more stackable "cajar" promotion. => one can chose to buy the equipement to many units to have a strong strike force... or to not buy it and hope to get the "cajar" promotion out of some "prey" that were dispersed into the attacked city. One can chose to recycle the old 7times cajar unit with the equipement, or not buy the equipement, him hoping to get 1 more cajar trophy to his belt.
For equipements from any "blacksmith" /outfitter...ect. I think you'll want to disable.
I propose that you do not. I think it wouldn't be too unthematical for some of the Maogata to play wise and use a bit of equipment (plates, moutain kit......Etc).
having %vs cajar + 75 turns might be a bit too much (or not).
I'd rather you have both the %vs cajar
+ prey can be civ (maybe not at first, maybe based on %of game) (I mean, if you launch the hunt spell at 25% of total turns of the game (that value is already being calculated somewhere), 25% of the prey are other civs (or maybe 10% +turn%)
Is it possible that when targetting the civs (not barbs) the prey are assigned not really randomly but either :
-more chance for stronger


-or more chance for high xp units +heroes.
As for effect of prey :
it would be good if prey has no effect on cajar and cajar +1 and only on cajar >= 2 (beware of prey giving +20% against cajar 2 + +30%against cajar 3 ...etc +50%against cajar 6 for a grand total of +110%against your unit) maybe a small cumulative 10% would be ok.
or instead, maybe the "prey" promotion gives +25%xp per combat => more xp means harder to kill.
Or, maybe you can have odd "cajar" give +1

I hope you won't use all the propositions ever made as in the end there is the risk of nerfing the hunt system too much.
lastly : about more "tier IV" units.
it is not really that I want them to have stronger units (well, if you nerf/balance the cajar system, maybe they won't be so overpowered and you'll want them to have more tier IV units.) It was mainly for them to have something to aim for and something they want to upgrade too.
On the no-weapon theme :
-They have no bronze-iron weapons. so Melee is not really more interesting than recon.
Cajar works for all. thus, even if initially weaker, recon can be stronger than melee.
thus I hope you'll have some interesting things to propose to the melee line (more than theire ability to get shockII, coverII, City Raiding, that the recon line can't get).
(maybe you can propose for them (melee) a special equipement at iron working /mithril working : said equipement gives them some instant bonus (+2/+1), costs money : removes the ability to get any more stackable "cajar" promotion. => one can chose to buy the equipement to many units to have a strong strike force... or to not buy it and hope to get the "cajar" promotion out of some "prey" that were dispersed into the attacked city. One can chose to recycle the old 7times cajar unit with the equipement, or not buy the equipement, him hoping to get 1 more cajar trophy to his belt.
For equipements from any "blacksmith" /outfitter...ect. I think you'll want to disable.
I propose that you do not. I think it wouldn't be too unthematical for some of the Maogata to play wise and use a bit of equipment (plates, moutain kit......Etc).