>>96310902
>TYPE: magic lord
I love magic, I (almost) always go for magic builds
>RACE: reptilids (me-lamia)
no idea how good numerology is but I choose to trust it making my magic more reliable being worth it
>BASIC UNITS: workers
>JOURNEYMAN UNITS: craftsman, knight, mage, wraith
>EXPERT UNITS: all
this suffers from the same problem as michan's dark lord cyoa, I would rather have as small army of very strong units than a large one of weak units, and as the prices are the same I'm going full experts
>HEROES: king, archmage, sage
one for crafts, one for martials and one for magic seems balanced enough
I also agree with >>96311342 in that the heroes are supposed to be unique units but the are treated as generic too
I don't want to sound mean but I don't really see the 'unique spin' anywhere, sure it's in a different setting but the powers and sections are still extremely similar and sometimes lacking in content/flavour (especially the type of lord section)
and finally a tip, big lore dumps are best avoided by sprinkling it in your playable sections, maybe the martial mechanics would be better put in an exclusive section for martial lord to choose their martial form, same with magic lord and magic mechanics, etc.