What the -
Kashyyk, your spoiler tag is empty.
Also, question. It's looking more and more like lemon10 has hit critical mass and he's just going to roll over everyone. Do people want to play through the whole endgame, or should we just call it and go to postgame discussion of what worked, what didn't, and what's broken as shit (sky knights)?
Honestly, I don't think there is a chance of me losing at this point. If they got it together a few turns ago (and reinforced Kash) it might have been possible to stop me, but as it is I will probably just split my armies into three (Calvary+Sky Knights, airship infantry, excess regular infantry), each of which will be more powerful then any army that would be fielded against me, especially once I upgrade my production to produce units all with the XP bonuses.
I will note that drakes are IMHO a better unit then Sky Knights, having roughly equal damage (less raw damage, but dealing magic damage instead of regular makes them slightly better) and defense, slightly better health, and only requiring 1 special resource instead of 2. The only reason mine were so strong were because they had upgrade buildings, and even then required more prerequisite buildings then any other unit.
First off: A nerf to sky knights and drakes is needed.
Their mobility is far too strong, allowing them to act as both armies and navies without having any of the restrictions of either. Their super fast movement and strength makes them A) hard to catch, and B) are equal to endgame units in their own rights.
Suggestion: Don't allow them to stop over water (just allow them to pass over water), otherwise they drown (but maybe let them fight before they drown).
Reduce all their movement to 4?
Nerf Airboats, they are A) strong units, and B) their MS bonus is too powerful for the cost. Without them my conquest would have taken far longer.
Suggestion: A) make them far weaker units OR B) reduce their carrying capacity to 2 OR C) make them cost 2 air mana.
Nerf endgame calvary: The cost is the same as infantry, but they have vastly improved mobility as well as being slightly stronger (+2 health for all of them as well as charge). If horses were truly rare it would be different, but as it is they were significantly better (especially since you could harass and pick your battles with ease, including splitting up into multiple armies that can't even be threatened with infantry), even with the extra building requirements.
Suggestion: Increase cost over infantry OR decrease MS to 4 for endgame calvary OR nerf their attack/damage/health.
Buff Krakens: They are only very slightly better then frigates in combat, which isn't worth the slower MS, lack of ranged ability, and being unable to carry units. Maybe once wood is rare they could actually be useful, but in this game there was no way for them to really be worth it.
Suggestion:
Significant stat buff AND/OR give them a unique ability (eg. allow them to attack two different enemy units per turn (but not attack the same unit once)).