After playing all 61 provinces I have on manual combat I must say that I like the difficulty, from start to the end, I am pretty sure if I have had 100 provinces I would be able to do them all aswell. I like that manual fighting feels once again rewarding, in old system i didnt liked that somebody who used auto combat could do so much more with brute force then players doing manual fights in the same time frame that manual fighting didnt made any sense. This will be corrected now in a way that if you find the time and energy to spend for tournament you will be rewarded more then others.
Now about how combat works. Enemy has 15 units and 5 classes, every unit can be used only once (which means that i can face only 1 mistwalker in any battle), which leads to only 3 possible combinations from all randomness we have now
1. combination: Class A, Class A, Class A, Class B, Class B
2. combination: Class A, Class A, Class B, Class B, Class C
3. combination: Class A, Class A, Class A, Class B, Class C
We can never face 4 or all 5 classes at the same time now.
Every single fight in every round in every province is one of those 3, i didnt bother to check how percentages per each combination would look like, but from watching on those combinations you know that for autocombat only viable option is 1 (in some specific cases 2 and 3 aswell but thats not so often). Most of 2 and 3 will result will too much loses, yes you can brute force it but in late provinces this means 400k+ units dead per 1 click of very advanced players.
This made my strategy around 3 mandatory units and used them in all possible combinations, to support them I need 1 mandatory AW, 4 semi mandatory AWs and thats it.
The combat AWs i have believed up until now that they could help me are actually worthless and I would delete them in fisrt chance (teleport) I would have. This can only be changed by more variations in those possible combinations.
So adding a chance that 1 unit can be used 2,3,4 or 5 times can make more variations of everything and that can done per province type like it was done in previous model. In current setup there are never very easy fights like we had before. 1 comment tho, if that will leads to having 2+ mistwalkers in 1 battle then scrap that idea, you should use other 14 units instead, 1 mistwalker is already enough. We are also not facing shared units, similar to Spire which I like aswell, because they are stronger then classic NPC, so keep that as it is now.
Overall i liked new challenges with new setups.
Now when it comes to balancing I will only point to AWs because thats the only factor we can change as a players by deleting it. When you trying to balance things you need to take extreme edges on both sides and balance those 2 first. 1 year ago, which i have pointed back than, the difference between 0 AWs and 26AWs*30lvls= 780lvls was 334% it was said its minimal, 1 year later with 2 more chapters and 5 more levels we are at 415% and thats just 1 single year. What does that mean?
I will describe it in exact example, maxed out city, with all expansion, province 60 (so you can see some big numbers)
City 1: 0 AWs, our sqaud size is 33240, enemy SS is 76452
City 2: 780 AWs, our sqaud size is 111000, enemy SS is 255300
City 3: 1050 AWs, our sqaud size is 137928, enemy SS is 317235
From negotiation point of view if city 1 will need 10 millions of coins per 1 click, city 2 will need 33,4 millions of coins per 1 click and city 3 will need 41,5 millions of coins, all 3 cities have exactly same space, is it even possible to make 415% more coins with all AWs built? Will abyss make this difference? Because main source of coins are from NH, residences (which will be the same amount in all 3 examples), event buildings, instants.
For supplies we can argue that it could be more narrowed, but even non boosted PoP spell is so great in all 3 cities thats i dont think so that city 3 can make 415% more supplies.
For goods it will be more complicated with all the pop/cul/AWs combination, but as others said, we can get insane amount of goods from event buildings as well, and they are not affected in formula.
For orcs, if all 3 cities build their entire cities with armories, they will produce almost same amount of orcs, highly doubt that city 3 will outproduce city 1 with 415% more orcs
Mana is mainly from event buildings but it also decay, i can see that in a long run 2% decay will be much more beneficial then 10% decay, but how much i have no clue.
What i am trying to say here this gap must be much more narrowed, if you lower coeficient per 1 wonder from 0,003 to 0,0003 then difference between city 1 and city 3 will be 31,4% and this for example will fix few problems we have now.
Problem 1, I want to delete AW because it realisticaly hurt me in tournament
Problem 2, I dont want to level any new AWs because it realisticaly hurt me in tournament
Problem 3, leveling AWs will be rewarding, in this case you will actually get bonus
Problem 4, if i cant level AWs why i would need more AW KPs or KPs between chapter from tournament, why i would want to play
From fighting perspective its worse
I wont reffer to city 1 because that is obviously not competitive, but i will take my beta city with around 200 AWs which I believe are around averages per active player. There is only few mandatory buildings I have mentioned up and others are bonus, now I have compared what the result will be with my Live city (about double AWs, more premium expansions) and that would be around 56%, Problem is I have same AWs setup on live world, If 2 cities have exact same output of units then every increase in Squad sizes is bad for them, Why should I train 56% more units.
To put it differently 2 exact same battle oriented cities with maxed out mandatory AWs (max level on barracks) and 1 of them have 200 more AWs just because it is more active and it was needed to put somewhere, why shouldnt it be around the same? I am not even mentioning bears, becasue both cities can have the same amount of them.
And thats where competition come into play, how you want to balance out competition in this regard if 1 city can do much more provinces then other with the same amount of units? And if competitor see that he can lower units needed by deleting AWs which are useless for him, why wouldnt he do it?
I can also see some good buildings or buffs for future if we get that far, for example AW which will reduce initial Squad Size in province 1 by 1% per 5 level, up to 7% (because everything is scaled by first province and we wont to lower that number as much as possible) and this AW will benefit bouth groups of players.
I have saw that you are affraid about some low end cities for pushing and leveling their AWs, that can be fixed exactly like difficulty is in tournament now, instead of coeficient 0,003 per 1 wonder, you start with big steep for first few wonders (100), then lower it a bit to 200 wonders and then normalize it similar how late provinces in tournament are in term of difficulty
In short AWs parameter must be narrowed to be max 100% at any given time, if static coeficient is not enough diminishing returns must be activated and make competition be actually competitive