Right of the bat, yes, I've recreated some Advance Wars maps to play on, which have a lot more buildings on them than Wargroove usually does, meaning I just turned down gold per village to 50 which made it feel pretty fine and balanced with the prices of units. And there's the problem I'm having with the game in a way. If you have too many buildings, you can just recruit stuff over and over again without too much thought or trouble, yes, the good and stronger units cost more, but that's just not really enough in a way. It does fine for what they should, and functionality-wise, we basically have most units we should have, but it's only the base. I've only really played Dual Strike, however, the prices were far more spread with Neotanks costing 22k, Megatanks another heavy 6k ontop, making a single tank cost 28k, something you really have to go and wait for with cheaper units. I just don't have that feeling in Wargroove, the Dragons are really strong, but all 'counters' are cheaper, so for me, they just kind of don't feel worth enough for a full investment into them. I haven't played the game enough to super know just what everyone and everything does in every situation, yet from what I've seen and looked at the codex, etc., there's not really a 'lategame' unit or something to really pressure and stress your opponent out to make him get rid of it. Sure, Dragons and Giants kind of do that, but they don't feel significant enough, as well as since Commanders don't have unit-specific stats like "Infantry deals more damage" or anything, there's not really a commander based gameplan either, aside from playing around the groove. Now that very bit isn't a bad thing per sé, it makes them less restricting to one specific strategy with or without commanders active, meaning you can pick who you want, or just for unit-looks, so I can't really say what would be best or better for that. I'd enjoy both sides, but once the step is done, there's not really turning back either. Unless I'm overlooking something, I just don't see a normal castle recruited unit that's 'lategame' and costs a lot other than Giants, it just feels off for Riders to be the next best thing as a grounded unit to Giants, with everything else costing more being rather focused on ranged fire. Meaning, maps with only castles just feel very off in terms of units and it usually either comes down to spamming trebuchets or cavalry, and neither really tank a hit of the other.