Re: New Nation: Dinnas\'Arval
I think the costs are basically reasonable. You might want to give shields to the axe throwers so they can form a shielded front line.
The half helmets, awe, broad magic paths stealth and regeneration seem like unexpected features, but they seem to pay enough for them. I didn't notice the wolves though.
You might want to make different unit forms to offer the priestess as a pretender. She ends up being very expensive there with many paths, which is different and not necessarily bad, but kind of unorthodox and not very flexible.
P.S. Oh the great city does not seem right for a barbarian capital, unless perhaps their story is they captured it from a civilization.
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