I had a crazy idea for the Elohim a week or two ago. What do you think about this:
Monasteries are an Elohim UB (@ Mysticism), which can also be built by sacrificing a Monk in any city (including foreign cities).
Monks require Monasteries in order to be trained, but not be a UU. Thus, any civ would be able to build Monks, that is after the Elohim have established a Monastery in their cities. (Well, the Infernals should probably not be allowed to train them. Requiring good or at least non-evil alignment rather than a civ seems appropriate.)
And now the crazy part:
whenever a non-Elohim civ build a Monk, the Monk is converted to an Elohim unit (a random Elohim civ if there are multiples) on the spot.
(This would probably require a python block only letting Monks be built by civs with peaceful contact with the Elohim. If they are at war with one of multiple Elohim civs, then obviously the monks would go to the one with who they are at peace.)
This could make that the Elohim seem more "tolerant," since you would have monks of many races joining from their empire, and the requirement that they be at peace to get the free units could encourage peace-mongering.
---------------
* Unique building giving a hammer per sea square. Essential, because otherwise wasting a megacity on a port is just ridiculous. ALTERNATIVELY, a unique unit that can be sacrificed in a port settlement (or, for a different mechanic, forest bordering sea) to create a ship.
I Don't like the idea of making the Kurioates a naval power. However, I'm not opposed to implementing the equivalents of Levees, Dikes, Customs Houses, Maori Statues, etc., for everyone. I also think that Enclaves should have ActAsCity, so they could be used as cannals. I'd also suggest a water walking and/or flying UU or too. (Too bad the Aifons are extinct, or I'd say they sould have people of the mer.)
* VERY LIMITED ability to improve settlements. Perhaps a range of settlement-only buildings (constructable at 1 hammer/turn over the course of 10 turns or so): one spawns centaurs, another spawns adepts, another boosts science, another culture, another gold, etc. These would be made so that only one can be built in each settlement. ALTERNATIVELY, improvements built (or unique units sent on missions a la Great Merchants) improve the closest megacity.
The current implementation of settlements prevents them from building anything, ever. This very limited change would be quite hard to pull off, at least in a way the AI can handle. You could easily, however, give the Kuriotates some UUs that have the ability to force the creation of these buildings in settlements.
[/quote]
* Faster COTD spread. This is just something that needs fixed period. Possibly also some cult-related buildings that increase happiness or something. Kuriotates always need more happiness.[/quote]
I definitely agree that the Cult of the Dragon needs to do more. In my version, it will have missionaries(/executives), and will be required to perform the ritual needed before Dragins can be buildable. CotD and religious units will have spells with a chance of making nearby units abandon their faith for the caster's faith. Apostate priests will change ownership and become a new type of unit with different abilities (I'm not really sure what yet.) I'm also thinking the Kuriotates Royal Guard UUs will have to be a CoTD unit (in addition to requiring God King instead of Aristocracy;in keeping with the lore, the Kuriotates reject Feudalism).
(Dragons will be quite powerful and cheap but will count as Nukes. Thus, a Manhatten-Project-like ritual will be added to make them all buildable. I'll probably add a few more late game barbarian dragons, so most civs will not want this ritual completed.)
(On the subject of happiness buildings for Kuriotates, I've thought a 'Butterfly Garden', representing Amathaon, and increasing happiness, would also be a neat touch. Perhaps also the ability to build a non-mana-giving palace in each city at a certain size.)
I don't really like the name, but the idea of a garden UB/wonder for them is good (and it was my idea first)
* As captured enemy cities starve down to settlements, the population of the super-cities should increase, in a ratio of 1 (distributed randomly) to every 4 or 5 of a captured city.
I was thinking about making much of the population relocate (mostly to the old owner's cities) whenever any city is razed. Making the same apply when cities are demoted to settlements is probably good too.