- Remove Ghost worker spell from Humans (Strong enough) and give to UD - they are already undead, how can they not have it ?
- Either remove the ability to train elites from UD or increase the cost even further. In it's current form, UD's will manage to run full elite armies after 2nd-3rd war. The need to train elites through attacking adds activity and carnage on the server. (Once trained up with full elite army as an UD, you'll want a good reason to send said elites out, as each attack will be very costly - and people just turn lazy and dont attack)
- Reduce Halfling Elite defensive strength one or two points. They already have huge bonuses to their thievery, let there be some downside to picking the race.
- Orcs looks like fun - Strong attacking race, but balanced with TM vulnerability.
- Dwarves could use a little love, with such high NW on their elites, they dont really look very attractive.
- Keep Heretic at +25% Cunning science. NM waves are already strong enough.
- Paladin and Cleric are from a RPG perspective kinda similar. Could it be an idea to merge the 2 and instead put out another personality ?
- Maybe add a side effect to Vermin spell - A province will have increased chance of catching plague, when afflicted by vermin ?
For the CF mechanic, I would rather see this working upwards only. Say if you wave a KD 105%+ of your own size and then get a forced CF the KD should suffer a penalty. If you get waved by a bigger KD and declare CF, there shouldn't be a penalty involved. Already enough incentive for bigger KD's to hit down.
As for Gold it seems interesting, but I disagree with the part where playing 2 provinces is allowed. Toss in as much goodies and freebies as you want, but 2 provinces - legal multiing - seems too much.