Few things I found while playing.
1. Is egrass the founder Supposed to be able to upgrade up the divine line? He became hero of foxford for me, and then later I was able to upgrade him to a speaker (not sure this is right - but the one that is available at priesthood). After the upgrade he was no longer able to improve my land anymore, but... not sure if that actually matters when he can suddenly have strength 6 base (strength 10 base by the time I upgraded him - +2 from old giant, +2 from heroic attack/defense)
2. You have stated that there is a new unit available down the archery line (an upgrade from weilder). However, in my game the archery tech tree is blocked. I am able to build hurlers and one other unit at engineering, both with ranged attacks, but am not able to build any units with ranged attack. Horse line is also blocked, as stated (and poisons unblocked). Also on the note of stating things, food required is 2.5, not 2.25. So what happens when the jotnar run sacrifice the weak?
3. City spamming still VERY viable. Courthouse gives -40% maintenence, barracks -20%, basilica -40%, and having one stormkin promoted giant in each city casting that wind spell thingy gives another -10%. And thats not counting the 5%'s from law mana. Even without going order or building law mana nodes, you will probably have a minimum of -75% maintenence reduction from the 2 buildings, the spell, and the 1 law mana source provided. Going order you can skip the unit and still get -110% from basilica, courthouse, barracks, and 2 law mana nodes (palace and holy building). The only major nerf to city spamming is the inability to upgrade citizens to settlers. This however is countered by the artisan promotion. Just stick a bunch of citizens who you haven't bothered upgrading in a city and presto, you have more production than a dwarf with a full vault and fields of mithril in every square. And on this note - just upgrade a huscarl per city, give him the air mana upgrade, have him cast the spell, and let him give -10% maintenence and +2 hammers in the city he is stationed in (and provide a nice big meatshield to stop attackers. (also, what is up with the buildings providing mana and city maintenence reductions? Considering that they now have the freedom to spread great distances and can live fairly well in most enviornments, why do they need mana providing buildings?)
4. Having thrall militia no longer able to be built once you can build thrall axmen kinda sucks - militia costs no maintenence costs, axmen do. Also on the subject of militia - when a unit captures a slave, the slave gets aptitude. Then once you upgrade him to militia, the militia now has aptitude. If it weren't for the increadiably slow rate at which aptitude gives xp (and if it weren't for the fact it was on thralls) this could be a bit dangerous. Note - the dovollio have the same ability.
5. You changed the troll effect promo from +1 defense to +1 attack, but didn't revise in your posts. You may want to consider changing it back (after all, random wild trolls are more dangerous if they are stronger attackers - a good defense should be a good offense).
6. The 100% trade route income is visible in that I get 100% bonus, but it doesn't state that there is a 100% trade route bonus income. You may want to add in that display item. Also, I didn't look to closely, but it appears that when I get a 50% bounus from buildings, etc, I remain at 2 commerce per trade route instead of going up to 3 commerce - just checking to see if this is how it is supposed to work.
7. The coastal changes are very powerful - especially since sea farms can find new resources. +4 food on coastal tiles with lighthouse and sea farm may be a touch OP. (and thats not counting the +3 commerce before financial). +5 food from a freshwater lake is also a very large bonus (needs to be next to sea and freshwater lake to get this though). By turn 150 or so, all 10 of my sea farms was either on a resource or had discovered one.
8. Seakin (and reavers). Specifically, they can go on ocean tiles. Before optics is discovered. So they can cross the globe and get a first snatch on circumnavigating the globe before anyone else. It doesn't do them any good, but it does deny it to other people.
9. Traditions + slavery = lots o slaves. When still slaves, they can be sacrificed for hammers, but once upgraded to thrall militia, can no longer sacrifice for production. Was this an intended change? (btw, capturing frostlings leads to very powerful militia - they remain frostlings and get +1 cold combat
)
10. Blacksmith gives free armored promotion to units. Except it doesn't. And there is no armored promotion in the civilopedia. What is this supposed to do?
11. Last thing. The kindred promotions. Umm... I get the general idea of what they are supposed to do as far as the +2 fire etc. However for the spells that are enabled by age, there seems to be a few issues - namely, there are conflicting things here and in the civilopedia as to when certain spells are able to be cast. Example - pillar of fire. Looking that up in the civilopedia, it states that age 200 is needed (giantkin 3) to be able to summon. Here it says that it needs efreet (age 100 and unlocked at rage). As I haven't gotten to rage yet, which is it?
Hope my input helps
-Colin