There are several indicators, but everyone misses them. Don’t know if you got an idea?
Oh right, I caught a glimpse of that at my first coven in mission 1 but I didn't make a special note of it because of all the other things getting absorbed at the time. It's still something that player should have control over while trying to keep the witch king safe and i.e. have the UI option to stop producing dropships even if it's at the cost of half the overall unit production, because once they are accidentally produced it's kind of awkward to clean up.
I used to get a lot of complaints that the game was too easy/pointless, so I guess it’s good I managed to swing the pendulum the other direction at least. Now to perhaps find a middle ground.
Maybe the game is inherently hard to balance. Normally the resource economy dictates the tempo, but here dynamics are different with big payoffs from calling dibs on free covens as early as you can. But maybe I'm wrong and simply mission 3 obliterates me too hard. Mission 2 seems impossible to fail because there was no offensive pressure and I could take my time.
Here you go https://files.catbox.moe/8v8prp.zip