I don't know what you're repeating Zel, but I didn't state that I felt that "all nations are differently created equally". What I did say, was that I feel that arguments that lean towards suggesting something like giving all nations access to Astral, are not a productive line of reasoning.
As I was saying, since the consensus is that MA Man starts out strong, but has no strong options in the late game, that we understand the basic problem. You can enumerate all you want on the relative benefits of other paths, but you're not suggesting a solution, unless it is to give them access to Astral or Death, which is the sort of request I was specifically trying to avoid.
Now, if high end Nature magic had a couple of choice spells/summons added, or perhaps there were a couple of options added just as nationals for Man, it could go a long way to bridging the gap. Also, pursuing the line of reasoning I had about adding FS to all Man troops, they could be given a top end BE, some sort of Grasping Weeds or something that causes a small amount of damage each turn, and impedes the movement of any unit which lacks FS.
Obviously it can be stated that for various reasons, Nature is one of the weaker paths in late game. Fine, we get that. Just try to come up with some creative solutions to the problem - creative, thematic, easily implemented solutions. The Grasping Weeds spell I just described could help, but obviously it's not enough to compete meaningfully with the other options, so more is needed. Our Devs thrive on inspiration, not on argument. We're simply past the stage of "proving" a disparity, the point is made, now find something that will spark interest in getting the problem actually solved.
Personally, I'd prefer to put some more effort into getting help for the nations who are soft in the early game. There will always be more creative solutions to a late game weakness, than an early game weakness. But this forum has been stuck on MA Man for over a month now, let's get something solid and put that puppy to bed.
