I loved to contribute with more ideas for UB/UI/UU!
But could you update(or expand upon) the lore of each civ, so it would be easier to come up with ideas that fits the different themes.
One question I have is about the Lemuria.
Are they like "all animal life is sacred and must be protected at all cost" types or more like "jungle law, the strong and powerful have any right to subjugate the weak" types?, in which case the, in game, hunting of deer and sea animals would not bother them a bit.
Here is my attempt to write more comprehensive descriptions for the civs, although I'm afraid it can still be insufficient amount of information for you, as I don't have all the details about their lore in mind. If something is unclear to you, ask more questions Also you can propose your own ideas about the lore.
I added some information about the government structure of the civs, of course it doesn't mean that it's fully developed from the start of the game, it should evolve over time (I'm going to use Unique Policies to represent this).
Dreamers
As the name suggests, they dream of things like discovering new lands, inventing new things, and gaining more power. And they take steps to make their dreams come true.
The defining elements of this civ are the following:
- focus on exploration and territorial expansion (although they won't be able to found a lot of cities, due to the limitations mentioned in my previous post; by territorial expansion I mean things like the reduced cost of buying tiles)
- strong navy
- technological advancements unavailable to most other civs - gunpowder units, Air Galleys
Not focused on magic or religion.
Republican government, perhaps similar to the merchant republics like Venice.
Griffites
Something like the Rohirrim in LotR - honorable warriors, focused on mounted units. Good at breeding horses and other types of animals, hence the bonus yields from pastures.
Their bond with the Griffins is important for them - it's their symbol, the origin of their name, and they can summon them.
Monarchy with a feudal structure, like the kingdoms of medieval Europe.
Archons
Something like the Roman Empire, with strong (christian like) religious focus. They go on crusades against their religious enemies (like the Bannor in FFH).
They are arrogant, and think of themselves as better than other civs, due to being descendants of some ancient race that survived the great cataclysm (although it doesn't have to be true).
Imperial government, like the Roman Empire.
Vodniks
Based on Slavic mythology - see http://en.wikipedia.org/wiki/Vodnik_(mythology)
Highly mysterious and magical civ. Their power comes from bodies of fresh water (rivers, lakes, marshes). They are isolationist, and don't like to share their secrets with other civs.
I have no idea about their government system.
Snobar
Viking-like civ, with strong focus on tundra/snow terrain, and on amphibious invasions. Good warriors and hunters.
They should have a unique improvement that can be built on snow. I don't know yet what it will be, so ideas are welcome.
Government: clan structure.
Azracs
A desert civ, based on real world peoples like Egyptians and Arabs, and on fictional peoples like Haradrim from LotR, Malakim from FFH, and Azracs from Age of Wonders I.
Focused on trade (mostly on land, by caravans), and religion. Can also be associated with some magical creatures, like Djinns (if there is ever a unit model for them...)
Government: empire.
Lemuria
Jungle-based civ, resembling the real world peoples living in these areas. The government structure is a federation of tribes.
About your question: It should be close to the "jungle law" version (the Elves are closer to the "sacred life" idea, although they do hunt for food). Some animals can be sacred for Lemuria though - like the black panther that is used as their symbol. When appropriate unit models become available, I'll make them able to "summon" some types of animals (using the faith purchase mechanic).
Elves
Typical LotR-like Elves. Nature lovers, living in forests, good archers. Also not bad at things like culture and magic.
Government: kingdom.
Dwarves
As above - a stereotypical vision of this race. Good at mining, metal working etc.
Government: kingdom.
Orcs
Another typical race from fantasy fiction. Aggressive. Good warriors, bad thinkers
Like in FFH, many of the barbarian units in the game will be Orcs too. So the Orc civ (Red Horde) is the more organized form of them, that can "unite" the smaller tribes by force, which is represented in the game by getting units from cleared barbarian camps. There is also a minor civ* called Black Horde, which is another faction of the Orcs.
*minor civs are similar to City States in normal game, but can have multiple cities.
Government: horde.
Demon Cultists
Cult of a great demon, who is the leader of the civ. The cultists are humans, but are getting special random promotions due to "demonic mutations". They are able to summon some minor demons, and perhaps (this idea just came into my mind) their leader himself, as a very powerful single unit in the endgame.
Government: religious sect.
Death Cultists
Cult of the God of Death, led by necromancers. They are getting Mana for killing their enemies, and can spend it to summon Undead units.
Government: religious sect.
I also have some more civs in mind that will be added later, but for now I concentrate on the above 12.