Royal Palace of the Sisterhood (Repalces Palace) acts like the Elven white towers and alows the amazon serpent priestesses to be built. requires palace.
Either it *replaces* the palace or requires it, it can't do both.
Is there a reason why you think priests should only be buildable in the capital?
If we have this: another idea for this; give it a 5% bonus from each of the Old One Feature resources. And it would be at magic of the old ones tech I presume.
Shrine of Rigg (Replaces Waystone) +10% milprod -10% building production, on top of other waystone effects.
Temple of Karra (Replaces Temple of the Old Ones) +10% milprod -10% building production, on top of other temple effects.
Interesting, will need playtest.
Rewrite the temple though in full; +1 happy, +1 influence, +10% mil prod, -10% building production. Seems a bit weak compared to the others, maybe add a resource bonus too?
Fountain of Eternal youth (Replaces Sewer) no unhealth from Population -20% food storage.
No unhealth from population is basically equivalent to removing unhealth, since unhealth from other sources is pretty rare.
Thats far too powerful for a building; you're making an entire faction immune to unhealth, in a mod where unhealth is designed to be pretty common!
Altar of the Serpent: (replaces Coven). Required to build Jungle Swarms, Naga and Couatl. +1 Happy from Insense, +1 happy from Silk. +2 influence, +2 xp for arcane.
This doesn't make sense; if you're requiring that arcane units be built from the White tower-style wonder, then covens should be blocked.
This is also powerful as a coven replacement, and why should they be benefiting from Silk???
The Obsidian Pyramid: (Wonder) provides 1 stone to the civ, +25% city defence for all cities, +20% hammers. can turn 2 citizens into engineers.
Quetzhyl's Orchard (Wonder) Provides 1 Dyes to the civ, +1 Happy from Jungle, Can turn 2 citizens into Lords.
Put the pyramid at masonry tech, and the orchard at irrigation.
Prowler (requires ???) Strength 8/7 2 moves, double moves in jungle and marsh, +20% Jungle and Swamp terrain strength, invisible in jungle and marsh. Can see hidden animals. Can see invisible units. +25% city attack, ignores walls.
Hmm, quite powerful. How about toning it down to 7/6, and having it require tactics tech and tracking tech, and making it recon class. National limit 5.
Pygmy Spearman warband (replaces Spearman warband). Strength 3/2 +1 Poison. Can use wartats/Obsidian weapons. +25% vs shock cavalry units, 10% vs chariot units. Starts with Cannibal
How about 2/3+1 for the spearmen. So the axemen are offensive, the pymyies are defensive.
Pygmy Archer warband. (replaces Archer warband). Strength 3+1 poison. Can use wartats, +25% city defence. +25% hill defense. 1 First Strike. +25% vs missile cavalry. Starts with Cannibal
How about javelins, or blowguns, instead of archers?
Amazonian Swordswoman (replaces Militia Swordsman). Strength 5. Can use Obsidian weapons. +25% vs melee units, +10% city attack.
Amazonian Spearwoman (replaces Militia Spearman). Strength 5. Can use Obsidian weapons. +25% vs shock cavalry units. +10% vs chariot units.
Probably need to be able to use wartats, or they'll be outclassed.
normal swordsmen/spearmen with iron weapons are 7.
these guys with wartats and obsidian would be 6/5 +15% = 6.9/5.75
Amazonian Javalineers (replaces Militia archers). Strength 4/6. Can use wartats/quality bows 1-2 First strikes. +40% city defense. +25% hills defense. +25% vs missile cavalry.
Quality bows feels a bit strange for javelins, as does the normal missile cavalry bonus...
How about making them archers, and making the pymies javelins (or blowguns). Seems more flavorful to me anyway; European "amazon" mythology had them as supreme archers, who would cut off their left breast to make drawing a bow easier.
Handmaidens(replaces Pikeman). Strength 5/7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use obsidian weapons.
Again, probably need wartats.
Valkyrie(replaces Royal Guard). Strength 8/5 +1 holy. Can use Obsidian weapons. immortal.
I'd bump them down to 7/5 +1; immortality is huuuuge.
Cold One Chargers. (replaces lancers) Strength 6/4, 3 moves. Can use Obsidian weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units. no penalties from jungle and swamp. causes Fear. Stupid.
I'd reduce them to 2 moves.
Serpent Priestess (replaces hedgewizard) same stats but starts with 'Channeling 1', 'Lore of the Serpent 1',
Serpent High Preistess (Replaces Wizard) same stats but starts with 'Channeling 1 2', 'Lore of the Serpent 1 2',
Sisterhood Matriarch (Replaces Battlewizard) same stats but +0.5 affinities with the 6 old ones resources. starts with 'Channeling 1 2 3', 'Lore of the Serpent 1 2 3',
Are these buildable, or upgrades, like elven mages? I think upgrades at level 4 and 6.
So make sure that the palace thing is only required for the basic priestess or its an annoying micro-pain to move them back to the capital to uprgade (and the AI won't upgrade them).
Jungle Swarms: (Replace Troll.) Strength 1+ 3 Poison, no metal weapons, immortal, 2 moves, 20% withdrawal chance, no war weariness from death, +20% Jungle and Swamp terrain strength.
I'd make them 3+1 poison, so they are weak rather than completely useless vs anything with poison resistance. Remember that being poison strength is a penalty, beyond the first point which adds the poisoned promotion to anything damaged by them.
I'd make them 5/6+2 poison, and 2 moves. remember giants and unicorns are strength 10 and griffons strength 9.