So it seems like the 'base' stronghold stats are +2 defense, 11 honor, +7 fate, 10 influence, and an ability. The Crane, Dragon and Phoenix strongholds have these baseline stats.
The Scorpion stronghold has 1 less defense and 1 less starting honor. The Unicorn have 2 less defense and 1 less starting honor. The Crab have 1 more defense and 1 less starting honor. The Lion have 1 more starting honor.
The Crab clan I can understand from a design perspective: the higher defense has a tradeoff of lower starting honor. However, the Lion stat line is simply better than the baseline, having one extra honor at no 'cost', while Scorpion and Unicorn have less defense and honor. There doesn't seem to be a counterbalance to these strengths or weaknesses. So my question is: what is the design behind the varied stronghold stats? Are the abilities on the stronghold simply more powerful? Are the rest of the Unicorn cards a bit better than the other clans, creating a need to weaken their stronghold a little bit? Is it simply a flavor/thematic description of the clans, meant to be ignored and overshadowed by skill and luck with the cards rather than being a significant determining factor?
Not complaining or arguing, I'm just curious where the counterbalance is intended to be. I'm completely new to L5R, so analyzing the relative power of the stronghold abilities is a bit difficult for me, but I suspect that is the intended balance point.
And on a related question, the +7 fate is clearly intended to be a modular number that could change for future strongholds. How big is a single shift up or down in the +fate stat? What would it mean for a stronghold's other stats? Are we talking about reducing to 0 influence to account for a +8 fate/round? Even more? Or perhaps no stronghold ability?
Just trying to get a grip on stronghold strengths. Thanks for your answers!