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I have a pretty overwhelming mod load-out, so there may be some weird interaction occurring, but it has been the same with every faction I've tried.
Let's compare units with the same traits - high melee damage, low armor.
Flagellants (600) - T-3
Plague Monks (750) - T-2
Elven witches (800) - T-2
Slayers (900) - T-3
Something that Flagellants (unit for 600 gold) is "unbreakable" highly compensated other parameters unit.
And I still compare only the units themselves. It should also be recognized that their building chain has very similar functions. And in these functions, the chain of buildings "flagellants" sucks.
The only thing comparable to a Warrior Priest in vanilla is a Black Orc Big Boss.
This build is much more akin to a Dwarf Rune Priest building chain.
It's apples and oranges. If there were breakable units to add at tier 2 I would certainly consider moving things around. The Tier 5 looks like wasted space in vanilla, but Deco's Expanded mod might be using it. Also, as far as tier 3, 4, 5 it's relatively cheap.
2) Volkmar becomes non-competitive compared to Karl. Access to "flagellates" in T-3 makes Volkmar very weak as a lord.
3) ("Plague monks" / "elf witches") are very similar to "flagellants" and are located in t-2.
And "elf witches" are also worth 200 gold more than "flagellants".
4) The chain of buildings DE "Cult of Khaine" performs literally the same function as the flagellant building chain.
But for DE this chain is 2-3-4, and for the empire 3-4-5.
Also, the chain of buildings DE "Cult of Khaine" has 2 times more access to units and heroes.
5) A chain of skaven buildings with "plague monks" performs relatively similar to the flagellant building chain.
But the Skaven have this chain 2-3-4, and the empire has 3-4-5.