senshidenshi
Switched the Red and Blue channels
Would like some opinions/improvements on these, preferably ones which are easy to code 

Anafenza - Abzan (Salt Road Patrol)
Gain Food and City Strength from outgoing Trade Routes. Cities on or adjacent to desert produce units 15% faster.
UU: Siege Rhino
Unlike the Knight, which it replaces, the Siege Rhino is much slower, more expensive, and does not require Horses. All friendly units heal 10 HP when beginning a turn adjacent to a Siege Rhino, and all enemy units lose 10 HP.
UI: Kin Tree
Unlocked at Philosophy, and provides +1 Faith and Culture. +2 Food when built on Desert tiles, and an additional +1 Food and Culture upon the discovery of Fertilizer.
Narset - Jeskai (Annals of the Sage Eye)
15% of your total Faith is provided as Science. Science buildings increase the spawn rate of Great Prophets.
UU: Swiftspear
Unlike the Lancer, which it replaces, the Swiftspear is available at Printing Press and does not require Horses. It also does not retain any of the Lancer's promotions, except the ability to move after attacking.
UI: Stronghold
Unlocked at Theology, the Stronghold may only be built on Hills and provides +1 Faith and +1 Science. An additional +1 Food and +1 Science if built on a source of Fresh Water.
Gold, up to a maximum of -50%, for every copy of any Strategic Resource you have available to you.
influence with protected
city states whenever your spies steal a technology or kill enemy spies. City states may not peace out with civilizations that are in
war with you, and will continue to act as your allies until it ends. Receive 1 additional spy.
strength of the strongest infantry unit available to you. Additionally, it severely damages enemy
great people within his range, and heals nearby units when a great person is killed within his range.
flanking bonuses from other units, and grants XP to all adjacent units when making a kill. It ignores enemy ZOC and deals 33% more damage to cities within the vision range of your spies.
. Whenever you liberate a city gain a small sum of influence
in one of your cities following a religion separate from yours grants your units with +2% Strength
whenever this unit kills
, +1 Faith
and +2 Faith 
. Units gain a strong defensive bonus (+20%
Trade Route leaving the City they were trained in. Units may move freely through
culture, increasing to +2 after archeology. Yields +1
Capital. Upon expending a
Great Work of Writing slot that, when filled, grants Experience to newly trained units, increased if they're Land Units.