I think we have a core design difference here. Some people believe that a lot of the civs should have an ideal terrain that is best for them. The Doviello should prefer tundra, the malakim should prefer deserts, the illians should prefer snow, the lanun should prefer coasts, the ljosalfar should prefer forests, the khazad should prefer hills, etc etc.
We do build synergy's between some civs and some terrain and it would be really easy to create similiar bonuses for everyone. But I have no desire to do this. In my mind its boring and lazy design.
I want these civs to be special, but I want them to special in different ways. The Doviello are a little better in Tundra than other civs, but that doesnt mean they would rather live in the tundras than a nice fertile grassland with a river running through it and some hills to mine.
The Malakim may get along a little better in the desert than most, but they arent going to pass up that same fertile valley the Doviello are eyeing for their best cities.
I want contention for the best areas of the map, I want starting location to matter and Im fine with some AI civs dying off because they had a bad start location. Because the opposite of that is that some civs will do really well because of particuarly good starting location.
The Malakim may be a bit more of a challenge with the Erebus mapscript because it tends to start you in deserts, thats okay, welcome to the world of the Malakim. The Doviello may start off in rough tundra while their neighbors inhabit better areas, maybe its time to go take some of those areas.
I like trying to pull a little flavor into the civs through some gameplay mechanics. Thats what the malakim +1 commerce on desert tundra is, thats what the doviello combat bonus on tundra is. I dont want different civs to ultimately prefer different terrains. But Im okay with different civs having advantages in certain terrains.
The illians are probably as strongly tied to a terrain as anyone and needed the +2 food from snow tiles just because we wanted them to have a terrain transform ability to contrast the infernals. But to do that they needed an ability to survive in those tiles. The Illians still do well in normal tiles. But once they get that temple built they have pretty much ruined the land for anyone else.
I hope you've changed the requirements for the Subdue Beasts promotion, because right now it requires the Hero promotion. So if Beastmasters don't get it for free, then only Recon Heroes will ever be able to learn it. (I think only Alazkan and Rathus)
Yeap, it requires a few combat levels (i dont remember how many off the top of my head) but technically a scout could learn subdue beasts now.