Cool that you further work on your Ulmmod

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Those 2 changes i find a bit counterproductive though:
Quote:
Arralen said:
- "The Forges of Ulm": reduced gem production (5->2) to pay for intrinsic Swords of Sharpness
and Black Steel Armors
- Master Smith
HP 12 [+2], STR 13 [+2], Enc 5 [+2]... they're SMITHES, after all: strong and heavily
build ..
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I am well known for my extremely unthematic gaming in most games

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But with vanilla ulm i find usually smithes with magma eruption quite sufficient. So i think while thematically your huge reduction of gem income from the starting site is fine gameplaywise it limits the players very much.
Because this way your force them to use those commanders as SC/Thug counters. But an ulm player might also have invested those gems differently, e.g. for euqipment for his SC god, or for forging boots of earth etc. to get some smiths capable of casting petrification/weapons of sharpness etc. or maybe with a mechanical men horde.
So you limit players too much there imho, especially since getting magical diversity for ulm is still tough enough.
And the other change, the 5 encumberance for the master smith, are imho at least wrong justified.
If a smith works his whole life hard as smith then he should not be easily encumbered. If he works 10+ hours/day forging equipment for his ulm warrior fellows then campaigning and using battlemagic should be like vacation for him, so with your reasoning you would imho have to decrease his encumberance

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