Orb & Crown 0.91: Fantasy warfare mod for Strategic Command: WaW
Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
I've been hotseating it for a while now and I think sadly that the all in on Angnord/Guildford is just a bit too strong. By this I mean sending all Draca's troops to Donsborough, and all the Guartenheim + Mittlehelm troops to Guildford. I do think it's defensible but only just, requiring near perfect play to survive which is a pretty stiff barrier to entry for Allied players.
I wouldn't want the tension of the opening struggle to be removed, the Allied player should still feel under serious threat throughout the opening however I'd suggest a couple of things to help some of the more gamey aspects of the attack.
1) Raise Prince Amund's and Princess Krystalis' units to a starting strength of 10. They're too expensive to reinforce in the early game. Amund can be spotted and destroyed by Draca far too easily which makes the whole defence fall to pieces and Krystalis can also be sniped sometimes by Draca or just large humanoids with their 5AP.
2) Remove the Giant Wings unit. They're just too strong at both spotting for Draca and bombing the ports to remove the trade lanes and not allow the Maelstrom Giants to disembark.
3)Replace the Sigridheim veteran unit with an infantry. They can force march to join the attack on Guildford in time and three veteran units and a raider in addition to the Guartenheim forces are just too much to hold back.
4) Increase Beegwulf's mobilisation when Jummerock falls so if the Adversary player is going for the all in and get an early tunnel the elves threaten Draca's rear lines earlier. Alternatively, move the earliest possible date for the tunnel to be completed back a couple of turns and raise the chance of it happening.
I wouldn't want the tension of the opening struggle to be removed, the Allied player should still feel under serious threat throughout the opening however I'd suggest a couple of things to help some of the more gamey aspects of the attack.
1) Raise Prince Amund's and Princess Krystalis' units to a starting strength of 10. They're too expensive to reinforce in the early game. Amund can be spotted and destroyed by Draca far too easily which makes the whole defence fall to pieces and Krystalis can also be sniped sometimes by Draca or just large humanoids with their 5AP.
2) Remove the Giant Wings unit. They're just too strong at both spotting for Draca and bombing the ports to remove the trade lanes and not allow the Maelstrom Giants to disembark.
3)Replace the Sigridheim veteran unit with an infantry. They can force march to join the attack on Guildford in time and three veteran units and a raider in addition to the Guartenheim forces are just too much to hold back.
4) Increase Beegwulf's mobilisation when Jummerock falls so if the Adversary player is going for the all in and get an early tunnel the elves threaten Draca's rear lines earlier. Alternatively, move the earliest possible date for the tunnel to be completed back a couple of turns and raise the chance of it happening.
Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Not sure if this is the place to post it or if it could go in the strategy section of the forum but I wrote a (hopefully shortish) guide to surviving the Adversary's rush on Donsborough as that's the main issue new people trying out the mod are running into. I should also say I may well have missed some tricks and positioning from both sides, but I believe the advice given here is mostly accurate.
The Angnord front

This is where the game can be won/lost in just a few turns without careful play. Whilst the adversary player may choose a more cautious approach, we’re going to look at what a true all in looks like and how it can be held.
The adversary forces here are very powerful with elite units, air power, enough leaders to run a supply chain and Draca the Dreadwyrm, by far the deadliest unit in the game. Their aim is to first capture Watersbend castle and then, if possible, take Donsborough forcing Angnord to surrender and likely ending the game. Some of their weaker infantry units will likely move North-West to capture the towns there as well.
The first thing to do on turn 1 for the Allies is to find out if the Adversary player chose to build the tunnels to Guildford or bring Trans-Morodonia in more quickly. This can be done by checking Trans-Morodonia’s mobilisation. Assuming no diplo chit hits it should be at 20-25%. If it is significantly higher than that it means that they are not building the tunnels through the mountains and are probably going to try to attack Mul’Kan instead. In this case, the Guildford units can be used in the defence of Donsborough much more easily and you should be able to hold back Draca.

If you see that the tunnels are being built however, the Guildford units are going to be largely pinned down in the defence of their own capital. Regardless, the infantry in Courland should retreat to Guildford, if they stay in place, they’ll be destroyed by Mittleheim when they enter the war to no effect. I also like to withdraw the Goodrich infantry to fight another day as they rarely do any damage on the defence if left there. The Watersbend veterans reinforce as they can use their Zone of Control to delay Draca for one turn and still escape. Also be sure to put a diplo chit into Beegwulf. Bringing in the elves quickly is key to putting pressure on the adversary player.
For the strategic decision always take increase taxes if the tunnels are being built. The extra 280GP over the other option will be helpful in surviving.
On turn 2 the Watersbend veterans are withdrawn, and Prince Amund keeps running as far away from the dragon as he can get. There’s a delicate game here as Amund must be kept 8 hexes away from the dragon or he will be killed as soon as he’s spotted which is a disaster. Dirkwood or the hex one further back is the best place for him as he won’t be spotted by Giant Wings bombing the harbour and he should be far enough away but still able to command the defence of Donsborough.
At the end of turn 4, your defences should look something like this. Make sure the elites are in the second line as you really don’t want the Adversaries to be able to first strike them.

If the Adversaries are going for a one turn capture of Donsborough the front line will look something like this. If you ever get a chance to first strike their elites with yours, take it straight away. Being on the tactical offensive in this game is very powerful. If you can kill the elites and a veteran unit, the adversary threat of taking Donsborough will be much reduced.

The turn after the tunnels open is a crucial one. You must accept that Jummerock is lost, do not move the Guildford units wasting their entrenchment, especially your veterans in the capital. That entrenchment 6 unit should not ever move. If Draca persists in trying to take Donsborough continue counterattacking any units hit by the elven assassin event. Remove the ZoC with veterans then hit and run to finish them off with elites. Draca is still probably obliterating one of your veterans every turn but if you get some counter kills you will win in the long run.

When Beegwulf joins the war, I recommend agreeing to the event if Donsborough is still in danger. It sucks to give up so much income for the rest of the game, but an unlucky roll could shatter your counterattack. If you think the threat is largely dealt with, feel free to tell the elves where to shove it.
Once Beegwulf and Angford have joined the war it’s just a matter of surviving until Morbryte is taken and Draca finally falls. Easier said than done though.

The strategy demonstrated here is the most aggressive variant the adversaries can do but the defensive tactics I’ve talked about are valid against any plan that involves taking Donsborough maintain entrenchment in general, but counterstrike Draca’s veterans/elites if they come within 2 hexes of the city.
The Angnord front

This is where the game can be won/lost in just a few turns without careful play. Whilst the adversary player may choose a more cautious approach, we’re going to look at what a true all in looks like and how it can be held.
The adversary forces here are very powerful with elite units, air power, enough leaders to run a supply chain and Draca the Dreadwyrm, by far the deadliest unit in the game. Their aim is to first capture Watersbend castle and then, if possible, take Donsborough forcing Angnord to surrender and likely ending the game. Some of their weaker infantry units will likely move North-West to capture the towns there as well.
The first thing to do on turn 1 for the Allies is to find out if the Adversary player chose to build the tunnels to Guildford or bring Trans-Morodonia in more quickly. This can be done by checking Trans-Morodonia’s mobilisation. Assuming no diplo chit hits it should be at 20-25%. If it is significantly higher than that it means that they are not building the tunnels through the mountains and are probably going to try to attack Mul’Kan instead. In this case, the Guildford units can be used in the defence of Donsborough much more easily and you should be able to hold back Draca.

If you see that the tunnels are being built however, the Guildford units are going to be largely pinned down in the defence of their own capital. Regardless, the infantry in Courland should retreat to Guildford, if they stay in place, they’ll be destroyed by Mittleheim when they enter the war to no effect. I also like to withdraw the Goodrich infantry to fight another day as they rarely do any damage on the defence if left there. The Watersbend veterans reinforce as they can use their Zone of Control to delay Draca for one turn and still escape. Also be sure to put a diplo chit into Beegwulf. Bringing in the elves quickly is key to putting pressure on the adversary player.
For the strategic decision always take increase taxes if the tunnels are being built. The extra 280GP over the other option will be helpful in surviving.
On turn 2 the Watersbend veterans are withdrawn, and Prince Amund keeps running as far away from the dragon as he can get. There’s a delicate game here as Amund must be kept 8 hexes away from the dragon or he will be killed as soon as he’s spotted which is a disaster. Dirkwood or the hex one further back is the best place for him as he won’t be spotted by Giant Wings bombing the harbour and he should be far enough away but still able to command the defence of Donsborough.
At the end of turn 4, your defences should look something like this. Make sure the elites are in the second line as you really don’t want the Adversaries to be able to first strike them.

If the Adversaries are going for a one turn capture of Donsborough the front line will look something like this. If you ever get a chance to first strike their elites with yours, take it straight away. Being on the tactical offensive in this game is very powerful. If you can kill the elites and a veteran unit, the adversary threat of taking Donsborough will be much reduced.

The turn after the tunnels open is a crucial one. You must accept that Jummerock is lost, do not move the Guildford units wasting their entrenchment, especially your veterans in the capital. That entrenchment 6 unit should not ever move. If Draca persists in trying to take Donsborough continue counterattacking any units hit by the elven assassin event. Remove the ZoC with veterans then hit and run to finish them off with elites. Draca is still probably obliterating one of your veterans every turn but if you get some counter kills you will win in the long run.

When Beegwulf joins the war, I recommend agreeing to the event if Donsborough is still in danger. It sucks to give up so much income for the rest of the game, but an unlucky roll could shatter your counterattack. If you think the threat is largely dealt with, feel free to tell the elves where to shove it.
Once Beegwulf and Angford have joined the war it’s just a matter of surviving until Morbryte is taken and Draca finally falls. Easier said than done though.

The strategy demonstrated here is the most aggressive variant the adversaries can do but the defensive tactics I’ve talked about are valid against any plan that involves taking Donsborough maintain entrenchment in general, but counterstrike Draca’s veterans/elites if they come within 2 hexes of the city.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Thks for advice and counseling.
This scenario reminds me of an old boardgame/wargame from Avalon Hill backs in the 80's : Dark Emperor.
Because of the focus for one side to achieve conquests and mobilize some allies before attempting to bite the big chunk, and the other side to mobilize his allies and his camp before the other side gets too strong. It was called by a french fanzine "Third Reich in chain armor".
I'm a little doubtful about managing to get down Draca, because i can't even achieve that in solo playing so i think i must had some tries before judging if it seems possible for a newbie.
This scenario reminds me of an old boardgame/wargame from Avalon Hill backs in the 80's : Dark Emperor.
Because of the focus for one side to achieve conquests and mobilize some allies before attempting to bite the big chunk, and the other side to mobilize his allies and his camp before the other side gets too strong. It was called by a french fanzine "Third Reich in chain armor".
I'm a little doubtful about managing to get down Draca, because i can't even achieve that in solo playing so i think i must had some tries before judging if it seems possible for a newbie.

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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
@Eradanfaroth Draca is intentionally powerful but what makes him OP is the ability to ‘see’ to a huge range because of the Giant Wings (SB) unit that spots for him. Without that, I think it will change things quite a lot. As for protecting his hoard – absolutely! Even though he can act each 7-day turn, I assume Draca would fly back to his lair in Ymirrenvale to check on it every turn, too. He has minions there, too, who are charged with taking the hoard deep into the mountains if Ymirrenvale falls. He can definitely be defeated in single player, so keep trying.
@YueJin Yes, even I was able to almost take Donsborough in our game, so there is clearly a threat. I have designed the campaign with two setups – one for AI games and one for MP games, so making the changes you suggest is easy and will not affect AI balance.
1) Yes, that can be done. I will make them start at 8-strength to balance both goals. Finding Amund will be much harder without the SB unit, too.
2) Agreed. I intend to remove it for the reasons you have cited.
3) That can be done but I don’t think it will have a huge effect. They were placed there to thwart a seaborne attack, but I agree that they get marched to attack Guildford. An infantry unit can still be used to reduce entrenchment, so I will make the change and see what effect it has.
4) I like both suggestions. I will add a 10-15% mobilization to Beegwulf if Jummerock falls. I will also increase the chance of the tunnel being built to make the egress it gives more predictable.
Other changes:
• Guildford and Jummerock units will continue fighting if their capital is captured.
• The Beegwulf isolationist event can have a drastic effect even at only a 10% chance of occurring. I intend to remove the strength loss when it fires and increase the morale loss by 10%. Hopefully, that will make telling them to ‘shove it’ easier.
@YueJin Yes, even I was able to almost take Donsborough in our game, so there is clearly a threat. I have designed the campaign with two setups – one for AI games and one for MP games, so making the changes you suggest is easy and will not affect AI balance.
1) Yes, that can be done. I will make them start at 8-strength to balance both goals. Finding Amund will be much harder without the SB unit, too.
2) Agreed. I intend to remove it for the reasons you have cited.
3) That can be done but I don’t think it will have a huge effect. They were placed there to thwart a seaborne attack, but I agree that they get marched to attack Guildford. An infantry unit can still be used to reduce entrenchment, so I will make the change and see what effect it has.
4) I like both suggestions. I will add a 10-15% mobilization to Beegwulf if Jummerock falls. I will also increase the chance of the tunnel being built to make the egress it gives more predictable.
Other changes:
• Guildford and Jummerock units will continue fighting if their capital is captured.
• The Beegwulf isolationist event can have a drastic effect even at only a 10% chance of occurring. I intend to remove the strength loss when it fires and increase the morale loss by 10%. Hopefully, that will make telling them to ‘shove it’ easier.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
I have a point release ready to go with the following changes. I will upload it after there is a chance for anyone to comment.

- Large humanoids: Bombardment (Max 1), +1 damage, de-entrenchment, +10% demoralization. Added to research description.
- Increased morale loss to 750 from 500 for Mul'Kan invasion. Edited popup text.
- Reduced Guildford builds to 4 veterans and infantry.
- Increased cost of Heroes to 400 GP (from 300 GP)
- TL allegiants: 2 Veteran limit; all have the same build limits
- End date: 1/6/2405
- Mul'Kan and Tribal League Industry +10% per level (was 25%). Potentia and Ancients +20%.
- Mul'Kan: message popup re conquest effects modified and new one added when invasion occurs.
- Samarach and Thindol added to diplomacy
- Hover text for teleporters added
- Swapped tech description for Ranged Weapons and Invasion
- Removed Draca Giant Wings unit
- Added hover text and symbol for Elven Assassins event around Donsborough
- Gunslingers get +1 range with Volley research
- Checked Undersea Fighting research with Aquatic units (seemed OK)
- Mobilization of Chinua and Sarnai corrected for GK unit proximity; added once-only mobilization 10-15% for invasion of Ancients by GK
- Teleportation loops usable by either side
- Corrected text in recall veterans DE (11-str in MP; 5-str in Adversary AI)
- Amund and Krystalis leaders now 8-str from 5
- Changed Sigridheim unit to Infantry from Veterans
- Beegwulf mobilizes 10-15% when Jummerock surrenders
- Chance of tunnel completion after 1/7/2400 is 50% (from 40%)
- Jummerock units do not surrender
- Guildford units do not surrender
- Beegwulf anti-war faction effect is -20-30% morale (no strength loss)
- Dwarf Kingdom anti-war faction effect is -20-30% morale (no strength loss)

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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Thanks for continuing the good job, El_Condoro
One remark : i don't see the problem of Giant Wings of the Ancients adressed. It was a remark of redrum68. The unit start with 0 supply at first turn.
One remark : i don't see the problem of Giant Wings of the Ancients adressed. It was a remark of redrum68. The unit start with 0 supply at first turn.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Thanks for reminding me - that has been moved to a safe and supplied hex.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Anyone else think that the Allies are underpowered economically? Which is why I was surprised as the nerfing of Mulkan and Tribal League nerfs for industry techs. Surely the reverse needs to be true. I've actually stopped playing because of this as the Adversaries are still the stronger side even when all major Allies have mobilised.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
I certainly agree for Potentia - in my game against YueJin, they are getting way too much income. I made the mistake of taking Sarnai with a unit that gave its income to Potentia instead of Golden Khanate but even without that, I think they are too strong. I am watching to see the effect and will likely drop their Industry effect to 10% or make some other balancing change. I will wait for others' comments but Tribal League gets to build a very effective force without interference. Mul'Kan might be undergunned, though.
All that said, YueJin is beating me on both sides of the mirror games we are playing.
All that said, YueJin is beating me on both sides of the mirror games we are playing.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Yep, this was my conclusion as well. Nerfing Tribal League just seems crazy.PJL1973 wrote: ↑Tue Oct 31, 2023 7:35 pm Anyone else think that the Allies are underpowered economically? Which is why I was surprised as the nerfing of Mulkan and Tribal League nerfs for industry techs. Surely the reverse needs to be true. I've actually stopped playing because of this as the Adversaries are still the stronger side even when all major Allies have mobilised.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Remember though that it is only the effect of Industry, which Level 1 is usually not achieved until sometime in 2401. It has no effect until then for any country.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Found another little tech bug, Sky defence on sky watchers gives +1 spotting and March in formation on sky watchers gives the defence stats sky defence should so I assume scouting, sky defence and march in formation all just have mixed bonuses. On ships it gives +1 undersea attack/defence.




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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Yes, the order of the attributes needs to be consistent, which I have now done. The ships now gain defense bonuses against air attacks from Sky Defense, instead of undersea units, too! Thanks for the heads-up.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
One more remark about text of events :
Nordburn giants joining Angford : it is announced that the cost would be 200 GP for ten turns, which is huge and an effective deterrent to agree for the help.
Because i'm stupid or desperate
I agree nonetheless and happily it appears that is only 30 GP a turn (so i think the correct text must be 300 GP total, which is paid for during ten turns).
It's in solo playing, not having been so far in multi, because Yuejin is beating me bad anyway
Nordburn giants joining Angford : it is announced that the cost would be 200 GP for ten turns, which is huge and an effective deterrent to agree for the help.

Because i'm stupid or desperate

It's in solo playing, not having been so far in multi, because Yuejin is beating me bad anyway

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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
If you have received the offer from the Nordburn Keep giants, the Andanians must be at your doorstep! I'm glad you took the offer. 
Yes, I will check the text of those giant offers as they were some of the first scripts written for the campaign however many years ago it is now. They should read 'will cost 200 GP over 10 turns' or better '200 gp at 20 GP for ten turns.' (or '300 GP at 30 GP for 10 turns')

Yes, I will check the text of those giant offers as they were some of the first scripts written for the campaign however many years ago it is now. They should read 'will cost 200 GP over 10 turns' or better '200 gp at 20 GP for ten turns.' (or '300 GP at 30 GP for 10 turns')
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Sky vaulter's upgrades are mixed up as well. Sky Range gives sky defence bonuses and vice versa.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Angford's skyvaulters had a different order to the others but they are all the same now.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Proposed changes for comment.
There have been a number of changes made to the balance of the campaign related to the initial attacks against Angnord and Guildford. I believe these should be enough to keep the sense of threat desired without the Adversary player being able to perform the 'perfect' attack and succeed. This remains to be tested, though.
The other obvious imbalance is that of Potentia. I propose the following changes to rectify their overwhelming income.
If you have other suggestions or comments, I am eager to hear them.
There have been a number of changes made to the balance of the campaign related to the initial attacks against Angnord and Guildford. I believe these should be enough to keep the sense of threat desired without the Adversary player being able to perform the 'perfect' attack and succeed. This remains to be tested, though.
The other obvious imbalance is that of Potentia. I propose the following changes to rectify their overwhelming income.
- Allow Mul'Kan and the Ancients to invest a chit (maximum) in diplomacy towards the Potentian Colonies (Nova Spes, Transaurum Imperium, and Insula Metelus). This would allow Potentia to have the greater influence (they can invest 2 chits in each) but would slow their allegiants' mobilization and GP contributions.
- Reduce the effect of Industry research to 10% for Potentia. This would involve a reduction to the cost of that research to 100 GP (from 200 GP).
- Increase the production queue units for Allied majors. This allows for regular and predictable increases of units without GP expenditure. I imagine these would start from early 2401 with the specific units to be infantry units.
- Add units through unit.txt scripts based on actions of the Allied countries. For example, if Tribal League captures an allegiant's capital rather than using diplomacy, they gain a veteran unit from the enthusiasm generated by military success. If Morodon captures Bleaklands Saloon, a cavalry unit joins them (or enlists), and so on.
If you have other suggestions or comments, I am eager to hear them.
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Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
Hm, it might be moving from one wall to another
By multiple small fixes, taking Donsborough should be now quite impossible (which is very good), but then I think Angnord is powerful much quicker, and takes viking capital with ease before their northern minors can mobilise? [Angnord looks like +4 turns earlier attack now, and vikings are slooow]
As for Potentia, well, they probably should go to 10% industry if Mul'Kan and Tribals are going to 10% industry... but... why are you planning to reduce Mul'Kan and Tribals in the first place? It is a very big difference between 25/20 and 10. Airpower and invasions are expensive, even pitched battles and navies are expensive, with mass deductions in MPPs things might get more boring. Maybe you could try 15% industry on Potentia-Mul'Kan-Tribals if current amount of money is too much, but maybe they could even stay at 20%, don't know.

As for Potentia, well, they probably should go to 10% industry if Mul'Kan and Tribals are going to 10% industry... but... why are you planning to reduce Mul'Kan and Tribals in the first place? It is a very big difference between 25/20 and 10. Airpower and invasions are expensive, even pitched battles and navies are expensive, with mass deductions in MPPs things might get more boring. Maybe you could try 15% industry on Potentia-Mul'Kan-Tribals if current amount of money is too much, but maybe they could even stay at 20%, don't know.
Re: Orb & Crown: Fantasy warfare mod for Strategic Command: WaW
I think tribals could stay at 20%, they already take an age to get involved anywhere and have to deal with logistics/transport/invasion costs on top of slow mobilisation of minors. Mul'Kan and Potentia could use the drop to 15%, it would still be worth it to tech for them as their income gets a bit silly around 2403.
Good point about Mittleheim being a bit too easy to roll over with Angnord in the middle game once they've recovered from Draca's attack. They're out-teched, have significantly worse leaders and whilst they do have a higher GP potential it can kick in too late. Maybe they could start with a chit in weapons or an elites unit in the production queue to give them something that doesn't increase their starting power but gets them online more quickly.
Good point about Mittleheim being a bit too easy to roll over with Angnord in the middle game once they've recovered from Draca's attack. They're out-teched, have significantly worse leaders and whilst they do have a higher GP potential it can kick in too late. Maybe they could start with a chit in weapons or an elites unit in the production queue to give them something that doesn't increase their starting power but gets them online more quickly.