im not working on units, but civ mechanics (want to get khemri to have a usable fallow mechanic.) they now are able to get good ammounts of hammers and their lands have no food.
already added:
Tomb improvement replaces the cottage (+1 commerce) (buildable on desert tiles only)
mastaba replaces hamlet (+1 hammer +1 Commerce)
pyramid complex replaces village (+1 hammer +2 Commerce)
necropolis replaces town (+1 hammer +3 Commerce)
Shifting Sands feature (+1 hammer) spawns as per lizardman jungle spawn mechanic (not hell)
Necropolisation Civic (economy) requires Khemri and Immortality religion. does:
- +10% faster improvement upgrade speed
- no unhealthy from population (should be irrelivent when Fallow Trait is applied, just temporary)
- No non state religion spread
- +15% building production speed in cities with state religion
- Shifting Sands give +1

- +1 commerce from tomb and mastaba, +1 hammer +1 commerce from pyramid complex and Necropolis
- triggers low compassion in diplomacy.
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Still to do:
- Have Necropolis improvements have a small chance each turn to spawn Awakened (new name perhaps?) which can be sacrificed to raise city population.
- Have Lich priests and High Lich Priests spawn Awakened from combat.
- Have captured cities always be reduced to 1 population and spawn awakened equal to (half?) the cities population
-Give Khemri Units 'Desert Hardened' promotion (counter penalties from desert and shifting sands tiles)
-give the lich priests their 4 Incantations.