As far as unused mechanics, Fallow isn't a primary trait of any civ. Only Infernal have it, but for them it is just a minor trait to remove the builder aspect of gameplay, in favour of war.
Flavourwise, there is no civ that hates gods. Both would fit an undead civ like a glove.
I was thinking about making an Undead civ a while back. The remnants of a huge city from before the Age of Ice. The people died and were interred in the city tombs. The mages enacted a desperate plan to preserve the culture of the city, if not the lives of the inhabitants. A "soul bank" that draws in and preserves the soul, mind, spirit and whatever else makes identity, at the moment of death. As time went on, everyone died in the ice.
As people died, they turned to the gods for help, but no help was forthcoming. When they are awakened they remember this and conclude that the gods don't give a fig about them, and so reject the gods.
The "soul bank" wasn't perfect* though. It is difficult to restore someone fully. While solutions are sought for, most of the actual work is performed by non-sentient undead, overseen by the few that were successfully restored.
* The builders tried to consult the gods for advice, but got none. Yet another way they reveal their parasitic nature.
My plan was to give the civ leaders Agnostic and Fallow in addition to their normal traits. The first city they build gets the "Bottomless Tomb" wonder, the required building to build their unique unit, "Bonewagon"; a mane type unit.
All growth comes from building that unit in the capital, moving it to the city you want to expand and adding it to that city. I think it would be possible to balance that against every city growing independently from food for all other civs.
Flavourwise, there is no civ that hates gods. Both would fit an undead civ like a glove.
I was thinking about making an Undead civ a while back. The remnants of a huge city from before the Age of Ice. The people died and were interred in the city tombs. The mages enacted a desperate plan to preserve the culture of the city, if not the lives of the inhabitants. A "soul bank" that draws in and preserves the soul, mind, spirit and whatever else makes identity, at the moment of death. As time went on, everyone died in the ice.
As people died, they turned to the gods for help, but no help was forthcoming. When they are awakened they remember this and conclude that the gods don't give a fig about them, and so reject the gods.
The "soul bank" wasn't perfect* though. It is difficult to restore someone fully. While solutions are sought for, most of the actual work is performed by non-sentient undead, overseen by the few that were successfully restored.
* The builders tried to consult the gods for advice, but got none. Yet another way they reveal their parasitic nature.
My plan was to give the civ leaders Agnostic and Fallow in addition to their normal traits. The first city they build gets the "Bottomless Tomb" wonder, the required building to build their unique unit, "Bonewagon"; a mane type unit.
All growth comes from building that unit in the capital, moving it to the city you want to expand and adding it to that city. I think it would be possible to balance that against every city growing independently from food for all other civs.