I have been reading through this thread for a while now, overall, the whole mod looks great...but, there are some issues.
FIRST OF ALL, (Note: I am a HUGE fan of Argonians, second favorite to Nords.) Argonians do not live in jungles! They live in swamps. If you could add that terrain type that would be great. Secondly, since I am a huge Skyrim fan, what about the Forsworn. I know they might not be the greatest of civilizations in Tamriel, (not to mention their not exactly civilized) but I think they are worth putting in.
Another thing, I think "The Hist" should be the religion for the argonian ppl, because it is a religion. If you ever got an Argonian mercenary in Skyrim (example: Derkeethus) they always say "May the Hist guide us." I think that is a pretty major factor.
One last question, will their be an event that will cause the Red Mountain in the province of Morrowind to explode? Because that was a major event that allowed the Argonians to break away from the Empire and take over both Blackmarsh and Morrowind in the first place.
Another thing, (I'm done w/ Argonians) it says that the mountain kingdom of Orsinium has been sacked and rebuilt many times throughout history in Skyrim, I was wondering if there is anyway to make barbarians attack Orsinium randomly throughout the game? I think this might be possible w/ python, but I am not sure.
Another thing, I find Orc Hunters a lot throughout Skyrim when I play, perhaps you could make Orc Hunters an unique unit for Orcs? I suggest lowering their strength by one, but give them a really good bonus vs. animal units. Also, a production reduction (hehheh, that was kind of funny...sorry) would be realistic.
Last but not least, could you make a city ruins like improvement labled "Dwemer Ruins". It would act alot like goody huts except they would spawn Falmer every, say, two turns, or something like that. Also, there would be four different Falmer units, Falmer Archers, Falmer Swordsmen, Falmer Axemen, and Falmer Mages. They would spawn randomly from Dwemer Ruins a lot like how random units would spawn from Mongolian Camps in the Genghis Khan mod in Warlords. I think that would be pretty sweet too. In the way they would act like goody huts is that if a unit from a civilization captures a ruin, either of these three things would happen:
-The unit would get a boat load of experience. (Dwemer archives reveal combat techniques, clearing out the Falmer/Chauras in the ruins)
-The civ would get access to one-two techs. (Dwemer knowledge/archives)
-The civ would get a lot of gold. (Dwemer artifacts, etc.)
I know that I have been typing a lot of stuff on this mod but I keep finding things that I reccomend changes on, etc.
The flags are ok, but, I suggest some different flags for some of the civilizations, like the Argonian flag kind of matches up, but maybe the flag used for a Khanate in the Ghengis Khan mod in Warlords would look better. In that mod, the flag is green, but I do not remember the exact civ it belonged to. The one for Valenwood doesn't really make any sense to me, I mean, there aren't any buffalows in Valenwood as far as I know. If there are, please correct me, but, maybe the flag for the Parthians in the GreekWorld mod in the Vanilla Civ would work better.
Another major problem is that DAWNSTAR IS NOT THE CAPITAL OF SKYRIM!!! I really suggest changing to either Windhelm or Solitude because that choice of Capital is really pushing my buttons. I know this might seem a bit extreme, but, its just a fact that there really isn't anything in Dawnstar.
One last thing, (I know this is a lot, but hang in there) the High Elves do not look like high elves. They look like asians. (Sorry, I am not racist, but its true.) I am not sure if this subject has come up in earlier pages of this thread, but, if I was walking through Skyrim and some High Elves from the Aldemeri Dominion came and attacked me, I wouldn't start laughing while saying loudly, "You look like asians!". (Again, no offence intended). But, I would be either running (If I was a noob) or I would fight back boldly. I honestly do not have any ideas for High Elves, but, maybe they could look like the Wood Elves you have (Which are fantastic looking and right on!) and change their clothes/height/hair/face/anything you think needs changing.
I know this seems like a lot, but, if you need any help w/ XML work, I would be happy to lend a hand. (Note: I use 7-zip and I am not sure if this would affect anything when unpacking/repacking XML files and such...)
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Now, what you have been doing right!
The unit graphics for the Orcs/Nords/Wood Elves are really amazing. I like the Argonian graphics as well. The civics are really creative and fit the world of Tamriel well. The map for the scenario looks fantastic. Finally, everything else I didn't mention is really good!
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Now, some quick questions:
1. Will there be Werewolves and Vampires in this mod? It would be pretty interesting if I was invading Skyrim as the Argonians and ran into one or a whole pack of Werewolves. Also, Vampires might be a little lame, but, the concept itself is pretty cool.
2. Will there be Bandits in this mod?
3. If there will be Bandits, will they be racially diverse? (Example: Not all of the Bandits are Nords.)
4. Will forts be a major part of this mod? (Example: Forts can be named, produce culture, etc.)
5. Is there any chance that any of my ideas/reccomendations will make it into another patch/version?
6. Do you need any assistance with some XML work?
7. Are you planning on adding civs/other things to later patches? If so, do you need help w/ the XML work for that?
Besides that, this mod looks amazing! keep up the work and, good luck!
