| 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 %) |
| Voix totales | | 33 |