First, in case it was missed, I edited the original idea post with the following:
As an addition for the Great Beasts idea: Allow the Doviello to lump all of their GPP from each city into the capitol. Since the concept will be to have a lot of cities with small output, resulting in an empire that can produce units as quickly as your rival, even though you have cities which cannot, GPP will be hard to come by (ideally probably only 2 points per Totem, thus at best maybe 8 points from each city, if you don't care which Beast you are working on). With such small output per city, Beasts would be very far between and you'd not see more than 3 or 4 per game.
Okay, so not saying its going to happen, but just exploring the idea.
If we removed workers and work boats from the doviello what would we need to add? We would definitly need to allow them to hook up bonuses without roads, what else?
What would happen if they captured enemy workers/slaves?
How would they upgrade mana? (because the ai doesnt deal well with mixed worker and combat code ai adepts cant upgrade mana nodes, workers have to do it)
What if they captured land with improvements on it?
You are aiming slightly to the left of the idea I proposed. What I propose is that the Doviello get something like 3
2
3
from every tile. Doesn't matter if it is a mountain, Ocean, or a Ancient Forest with an Enclave on it.
Under that, the most likely result of gaining territory with improvements on it would be that the player will pillage them for gold since leaving it there is pointless, and pillaging gives you some small benefit at least.
Most elegant way to handle capturing workers/Slaves would be to give them a UU version of Worker/Slave which is an exact copy of their Beastman. Then anytime they attempt to capture one, they get a warrior instead, and no worker to worry about.
Now, I can't remember precisely why I said no workers in the first place, other than it makes them VERY different, but the 2 things it makes difficult are no Roads, and no upgrading Mana for the AI. The roads I would dodge by maybe giving their Racial Trait a Flat Move cost ability? But then Commando is useless for the civ... so maybe a hefty reduction in tile move costs? Then no desert or forest anywhere in erebus slows them down, but they can still make use of enemy roads when they gain Commando. Downside on that is that you still gain benefit from roads, so you will be begging other players to build roads for you, or seeking out well-roaded territory. So overall I like blocking them from using roads at all, and just saying that Commando is useless for the civ.
Mana nodes: Might need some python to upgrade the mana nodes for the AI. Players won't have a problem since they can use Adepts properly. Or allow Adepts to spawn little "node-builder" units which are Invisible-Submarine to hide them from the world, and die after they upgrade a node. Course, then once there are no nodes to upgrade you have some useles units spawning, so I think that having Python handle all node upgrades for the Doviello might be best.
Other tricky thing now that I think about it: If all resources auto-connect, Doviello will be able to have raw mana available for a trade resource by leaving a node non-upgraded. So need to make that a non-trade item, or possibly when writing the AI python, extend it to the Human players as well (Adaptive style pop-up anytime that you connect Raw Mana which asks you to choose a type for it)
A slightly different approach might be to enable a couple of "Sitting Circle" buildings which work using base-BtS corporation mechanics (convert the raw mana to a specific type of mana). Then any time the Doviello have raw mana they can build a Sitting Circle to convert it into Chaos or Entropy or somesuch. Of course you'd have to give them a seperate building for each mana type, and they couldn't make more than 1 of each type per city. But that wouldn't be a HUGE limit for them since they will have FAR more cities than mana nodes.