Um mal die Punkte aus dem Video aufzulisten (hatte er mir so selbst zusammengefasst):
Reduce armoury cost to 600
You can build furnaces on settlements and no longer build lumbermills
All building upgrades are given to the armoury and are split among each military building
All building upgrades cost 500
Middle power is changed to instead allow access to the ‘Authority of Saruman’ ability from the citadel which gives permanent building bonuses depending on the building. Saruman can still go into towers to cast his lightning storm or an avalanche both on shared cooldown
Bill ferny no longer upgrades by spending resources, he instead levels up normally and gains bonus exp whenever he uses an ability which are all oriented around making money and gaining vision. First ability is the same but gives permanent vision over the building, loses disguise and gains snoop, which spawns a snoop that moves to a designated area, gives vision then goes away, then gets shady dealer which targets an enemy building and spawns a chest near it and on top of bill, then the hero scan ability changes to all heroes and his last ability remains the same
Tainted land, Industry and the tier 3 lumbermill power are removed, a new tier 1 lumbermill power is given, which also spawns trees near it, fuel the fires will come back but it also has an active of spawning trees in an area. Saruman of many colours also has an active that fears all nearby enemies and buffs allies. Lastly a new power at tier 2 that targets a friendly building leaving a permanent tainted land effect around the building to show the devastation caused by Sarumans industrial process
The citadel can also recruit a heroic dunland unit that requires the middle power, forged blades and heavy armour, they boost all troops and dunlandings even more and if wulfgar reaches level 10 he becomes fully armoured as well
From sarumans authority, uruk pits gain permanent defenders and recruit units at level 2, warg pits can summon a warg unit that can roam freely, siege works recruit faster, furnaces have a small aoe knockback effect, mineshafts can recruit orc workers, same as mordor’s orc warriors, lumbermills create more trees around them, armour researches faster, towers get another archer that fires, warg sentries get another warg, dunland huts can summon crebain
Also viele Dinge empfinde ich anders als Naodline, auch wenn ich finde, dass sich Isengart derzeit im Vergleich mit anderen Völkern eher langweilig spielt, was vorwiegend an seinem vergleichsweise linearen Gameplay liegt (kein Spezialvorposten mit eigenen Einheiten, nur 2 Rohstoffgebäude mit Vergünstigung, Dunländer/ Späher/ Warge nur sehr sehr selten Alternative zu schweren Uruks, es gibt auch keine "neuen Strategien" durch spezielle Helden oder sowas). Alle anderen Völker haben dann doch schon einen wesentlich größeren Pool an Spielweisen zur Auswahl.
Ich schreibe vielleicht die Tage nochmal mehr dazu. Aber schreib du doch auch gerne mal, was du dir so wünschen würdest.