On the note of bandits, I'm wondering about that as well. In my current game the RNG seems to have stopped spamming them at me, but.... I'm not near the end of the game yet. It may well start putting out yet more of those guys. The bandit keeps as a whole are a great idea, but both armies really do tend to be much too obsessed with them. So when it IS being a bandit festival, the war between red and blue gets put on hold. There's alot of RNG involved in terms of when and how often this happens, but it's pretty annoying when it does.
Two suggestions:
1. Reduce the health of Bandit Keeps. Maybe down to about 15,000. 30,000 is *alot* and is the same amount as a tower. Even strong siege units can tend to take forever on these. The only way to really pop them quickly is with a Trojan Horse.
2. Make it so that it's not *always* bandit keeps. I can see ideas for three types of spawns: 1. Lone bandit, just one by themselves, 2. A group of them, maybe like 4 or 5 that spawn in a heap, and 3, the bandit keep. Maybe an equal chance of each spawn type, so you never really know which one might come next. But it'd help lower the overall staying power of the high health ones without really changing any of the numbers.
After all, bandits really shouldnt be the central threat of the game; the central threat should be the 2 armies themselves, and their balance constantly shifting with the woes and tokens and all of that fun stuff. Yet at the same time, if you lower the bandits too much, they'd kinda fall apart, and they're an important part of the game here, hmmm.....
Also, on the woes, I agree..... need more of them! I really like the ones that are in so far, there's some very interesting ideas here, and some of them end up being much more of a threat than you'd think, once they hit you (that guild-strike one! Argh!). But yeah.... more of them! I cant see any point where you could really have TOO MANY of these. And overall it's such a good mechanic!