| The mod balanced the game, no need for further balance | 
 3% The mod balanced the game, no need for further balance  | 1 (3% ) | 
| Converge with the live MP mod(s) | 
 3% Converge with the live MP mod(s)  | 1 (3% ) | 
| Decrease rewards or increase risks for high-level sites | 
 30% Decrease rewards or increase risks for high-level sites  | 10 (30% ) | 
| Balance Seals and Unifier victory conditions | 
 18% Balance Seals and Unifier victory conditions  | 6 (18% ) | 
| Balance late game (OP end-game spells, T4 abilities, etc.) | 
 36% Balance late game (OP end-game spells, T4 abilities, etc.)  | 12 (36% ) | 
| Make non-summon strategic spells more interesting | 
 39% Make non-summon strategic spells more interesting  | 13 (39% ) | 
| Balance Racial Governance (make all choices interesting and races more equal) | 
 51% Balance Racial Governance (make all choices interesting and races more equal)  | 17 (52% ) | 
| Make concealment strategies more viable (e.g. less True Sight units) | 
 36% Make concealment strategies more viable (e.g. less True Sight units)  | 12 (36% ) | 
| Balance further Necro (Whispers of the Fallen, some techs and abilities) | 
 12% Balance further Necro (Whispers of the Fallen, some techs and abilities)  | 4 (12% ) | 
| Reduce costs of unused tactical spells (Cunning Escape, etc.) to make them more viable | 
 36% Reduce costs of unused tactical spells (Cunning Escape, etc.) to make them more viable  | 12 (36% ) | 
| Make Emperor AI tougher, while avoiding ultra strong late game as much as possible | 
 30% Make Emperor AI tougher, while avoiding ultra strong late game as much as possible  | 10 (30% ) | 
| Balance starting (pre-researched) spells to make all starts more equal | 
 27% Balance starting (pre-researched) spells to make all starts more equal  | 9 (27% ) | 
| Further balance "leveling and mind-control" vs "production" (reducing XP counters for T3 and T4, boosting production classes and/or increasing upkeep further for mind-controlled units, etc.) | 
 24% Further balance "leveling and mind-control" vs "production" (reducing XP counters for T3 and T4, boosting production classes and/or increasing upkeep further for mind-controlled units, etc.)  | 8 (24% ) | 
| Boost the class/race combinations that are currently weaker (e.g. Goblin Sorcerer much weaker than Draconian Sorcerer) | 
 36% Boost the class/race combinations that are currently weaker (e.g. Goblin Sorcerer much weaker than Draconian Sorcerer)  | 12 (36% ) | 
| Make currently rarely used units more useful (e.g. non-cavalry units produced at War Halls) | 
 63% Make currently rarely used units more useful (e.g. non-cavalry units produced at War Halls)  | 21 (64% ) | 
| Make all heroes and their abilities more interesting (e.g. boost Dreadnought’s late game abilities) | 
 54% Make all heroes and their abilities more interesting (e.g. boost Dreadnought’s late game abilities)  | 18 (55% ) | 
| Make all Secret spells equally interesting (or at least make the worst ones more interesting) | 
 36% Make all Secret spells equally interesting (or at least make the worst ones more interesting)  | 12 (36% ) | 
| Total votes |  | 33 |