Hmmm... Is the Mancer's special traits working as intended?
Both experienced and mercenary reduce both training time and gold cost, and radically. This in combination with their increased map move speed makes them seem insane from a rushing perspective (the accuracy bonus is just icing on the cake).
From turn 2, I can start pumping out one unit every round with the following statistics: Move 3, attack 18 (spear), def 1, HP 36, Init 20, wages 0.1.
At that rate, I can just set them to explore until I find an enemy player, take their town, and have two towns before turn 10.
It seems to me that the mercenary trait should increase wage per day, right? And perhaps, though this might not be possible, reduce the produce requirement by a percentage instead of a flat -40.
As well, it seems to me the experienced trait should at the very least increase training required, and not make the unit cheaper to keep. Right now we have:
Veteran - 18 pts, +1 level.
Experienced - -7 points, +1 level, -1 gilden/day.
Is this intended? From a flavor perspective, Mancers is the last faction I'd guess was so rush-friendly.