Ok, just played as the illians.. and woah, they're a bit strong

Also a few quibbles on the usefulness of the white hand for other races.
There's a lot to read, sorry
So, the Illians -
- Firstly for the AI, they tend to do well as the Illians but they have the ridiculous habit of getting Auric killed.
Is it possible to leash him to the capital before he upgrades at priesthood? It'd help the AI to not lose him early on.
- Also, a bug I think... The Illians under Auric can found religions. This is before he dies (I checked), shouldn't he be stopped from researching religious techs while he still has his traits? After he's dead it should be allowed really though. I had the Illians found AV last game

- The white hand also makes auric turn from evil to neutral. Probably an bug/oversight there. I'm assuming he should be evil at all times

- I know it's an old issue, and there was talk of a rebalance before the most recent patch, but I thought I'd bring it up again for this version. The 3 named priests that come with the white hand ritual are waaay over the top. I'd even go as far to say that the generic ones are a bit powerful given that they have access to both arcane and divine spells.
Other religions have damage-dealing spells but the important thing to notice is that none of them can kill, unlike the summoning spells of the white hand.
- Frostling summons are permanent on ice..and more can be summoned each turn. They really need a limit on no. of frostlings per priest (two would be ok?) since you can very easily sit there and make unlimited numbers of free maintainance warriors (who come with empower promotions) to wear down stacks and defend newly conquered cities. They also can gain experience on top of empower.
They also don't have unlimited life on glacier terrain, is this intended?
- Ice elementals really shouldn't spread tons of ice when they die. It's a bit over the top, completely screws over the countryside outside a city for your enemy, and gives your frostling army a nice carpet to run over on their way to the enemy. It also completely cuts the time required to terraform the place when you capture the city.
They're also quite strong at the time they first appear.
- Terraforming bonuses are a tad strong at the moment. I get the feeling that the Illians probably shouldn't get the full bonuses from ice now that they have an upgrade to glacier terrain on top of that as well. One solution is to lengthen the amount of time it takes to terraform. I think that the time to go from tundra -> glacier (about 40-50 turns?) is a bit much, but it's closer to the amount of time it should take for all auto-terraform changes. 25-30 turns seems better for all changes between the climate levels, and it keeps the illian (and other terraforming civs) terrain varied for quite some time at the start of the game so they don't get a super headstart on the other civs.
Also, the white hand seems to be going the way of the ordo did before. It's very civ-linked and I'm not sure if a religion available to all civs should be so exclusively advantageous to one. Ok, maybe the jotnar or doviello do quite well from following the white hand, but they're the only other civs that gets any benefit from it, and they tend to get better results following other religions. That said, lorewise it's cool and it would be good to make it fill a larger niche.
I can't see how it protects from hell terrain...does it prevent the spread, or does the spread just not affect it? The ice actually has worse tile yields on average than hell terrain since the hell versions actually don't change the yields of grasslands and plains - they only "snake pillarise" some health resources and boost demon strength a little.
Hell terrain is not a very common sight in many games due to the sheaim underperforming or AV just being smothered by younger religions. If AV/order were made easier to get to it might be more common as a state religion rather than just present in a handful of cities. At the moment any civ that tries to go for AV and spawn Hyborem gets mauled because it's a significant diversion off the tech tree. Subsequently Hyborem makes little impact since he's behind in tech too
The White Hand is a bit too situational for my liking when used by the other races, as a full religion it should be fully accessible and have benefits for all races at most times during a game. At the moment if I had a choice between being agnostic for a game or being forced into the white hand for it as a non-illian/doviello/jotnar, I'd probably choose agnostic. I'd probably pick religion over agnostic for all other religions however. In my opinion a religion should be additive rather than negatively affecting certain aspects of your civ, even just to make it an advantage over agnostics.
I can see the white hand working well as a defensive religion, with glacier terrain maybe getting a % defense boost and maybe accessing city spells that "blizzard damage" approaching enemy units. It would be nice to see it applicable in some ways to a sidar or khazad leader who needs to "turtle up".
There could be a (non-illian accessible) religious tech that provides access to improvements or a civic that allows glacier tiles to draw level yieldwise with a basic farmed grassland, or a mined grass hill, buildable on glacier terrain.
Either that, or maybe have white hand religious buildings give % bonuses on food and production to make up for lost yields on tiles.
Just a few ideas there, sorry for throwing out another wordwall
