RITUALS:
In order to continously make the Ashenvale Religion more juicy, and considering that Kael clearly wants to keep it tech based, and magic based. I submit that more rituals, exclusive to the ashven vale religous followers be implmeented in mid/late game. Each would require X resource, so that others may stop the evil rituals from being preformed. Also, some rituals should be repeatable...for nastyness. <rep> = Repeatable
Firestorm <Rep>- Requires Fire Mana, Double Production speed with Air Mana
4 Barbarian Meteors are instantly produced over every mana node in the world. And act immediately.
Sands of Time - All non-ashen vale civs Lose a tech (Determined by which tech costs the most beakers, random between if a tie)
Ebbing Darkness - All terrain drys and cools one level. (Grass to plains, Plains to Tundra, Tundra to Ice).
Touch of Entropy - Maintenance costs in all civilizations double.
Spirit of the Unwalkers - All friendly undead units are immediately upgraded to Wraiths. (Non-summons)
Contract of Sin - All friendly citys lose half their population. All deamonic units gain the immortality promotion. (Permanently? Too uber?)
Nights Embrace - All hidden nationality and invisable units gain Medic I and II (both?)
Conversely, perhaps the Malakim, or other "sun sphere" people should have "Sun's Embrace" in which foreign Hidden Nationality and Invisable units are considered "diseased" while in malakim/whomever's territory
Just thoughts and babbelings
-Qes