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I did not want to make the starter heroes overly powerful, so they are generally weaker.
You can see that well with Vaulters: Their starter has science efficiency 2 and defense boost 2. But a non-starter hero of them has both of them at 3.
Most starter heroes got barely a change due to that.
Only exception to this is Cultist. They are really dependant on a Cultist governor(especially without my skill tree mod), so I gave them Inf Boost 3... thing is, having a hero in the field is also really important as the cult, cause preachers cannot fight on their own. So this is a decision for the player - and there are other better governors, so waiting can be beneficial. Inf Boost is also quite useful to just park in your city without other governing skills(except maybe Preacher) after getting some levels.
Thinking about it, I probably should do the same for Mykara.. and the Allayi starter could be buffed on the Gov side of things, but I am unsure, as Allayi always seem like such powerhouses early game...
But TL DR: Versatile heroes are very good at both gov and gen. But starter heroes are weaker than all others to preserve game balance.
Expansion support is still there, I called it "Disapproval Reduction" in this document. Ill change that up for clarity.
https://i.ibb.co/Mf1YXYX/Bez-tydtu-u.png
How about giving WildWalkers heroes range 4 and Forgotten acrobat to better fit their armies ?
I will make patch for Vanilla Hero Labels - can't play without that one.
Forgotten gain acrobat via their faction skill tree in my skill tree overhaul mod, so its kinda redundant.
Wild Walkers have Forest Rage as their "special". Range 4 is the Vaulter/Mezaris thing. Forest Rage is also really powerful with range 4 - which you get via the skill tree anyway. So I wouldn't change anything there.