Ahh, ok, I was looking in the Units post.
Asrai Shooting Gallery: can train archer units up to 10 EXP, Archers garrisoned in the city get +10% defence strength.
Asrai Watch Tower: +2 visibility, Archers garrisoned in the city get +10% bombard strength.
Asrai should be good at defending *terrain*, not defending their cities; they already get great city defenses from their archers.
If you want flavorful unit buildings like these, then remove their ability to get normal walls and castles and such, and have the shooting gallery also make the city square count as a forest for the purposes of unit/promotion combat penalties.
Also, a watchtower building that gives +2 site range in a city is useless, since you already have complete vision within your cultural borders.
Glade Guard Longbows: +1 bombard range, +20% ranged combat strength, +1 collateral unit.
I disagree with this. 2-range bombardment, on *archers*? Not even cannons in this mod have 2-range bombardment. And longbows shouldn't be doing collateral damage bombardment.
The glade guard are already fantastic longbowmen with a ton of first strikes, they have more attack than basic longbowmen AND an extra first strike, as well as their racial bonuses.
Your version is too strong.
Glade riders should probably be a Lancer replacement, not a horsearcher replacement, right? I guess it could be horsearcher and then not give them a lancer. Either way.
Warhawk riders as a cavalry replacement could be confusing; they should need the monster bonding tech and tournaments tech, not the rifling tech.
Otherwise they're ok, I don't mind them being a separate buildable unit.
I see no need for free hedgemagic on the wizards, but I don't really mind either way.
Otherwise looks good.