Well, i just finished playing my first game with this mod, cultural victory with the wood elves on year 444. One of my cities was producing over 600 culture/turn at the end

. I really liked playing this mod, i think i'll start a new one end try another victory now. You did an impressive work on thi mod. OK, now a few notes :
The victories condition listed in the pedia are from vanilla civ (UN, space ship ...). There is no tip as to what's a religious victory. It would be nice if they were included somewhere in the pedia. Oh, i have french version so maybe it's just in the french version.
The start of the game is pretty slow. All you have is warriors for quite a few turns. I think i'll start at a later era next time. I'm not sure you can do something without changing the whole technology tree, but speeding up the first techs so we don't have to play only with warriors for so long could be nice.
When i discovered bronze working, i was'nt able to build axemen, they require IRON or mithril. So i had to stick to warriors even longer, and then my most powerful units where hunters
Elven archers are really expensive for what they do. They cost 50% more then standart archers, but are not any better to attack, and often worse as defense units (they must really be put in forests to defend, but you don't have forests under cities). Both are 3 strengh, both have 1 first strike.
There is some bug for group moves when you haste the group. Often, when moving a group of units containig an adept, i casted haste first, but then the group was only able to move ONE square on my roads. I had to select each unit seperately to move them more then one square. I'm not sure you can do anything about this one, it could be an engine bug.
Reagents were very rare on my map (played a continents map), only 3 on the whole map, pretty close to each other, 2 of them where controlled by the same AI refusing to trade a single one (too bad for him

) I don't know if this is normal, but this makes mages very hard to produce.
Religions don't seem balanced. Some of them only allow one special unit, some allows more. Some religions allow avatars later or wonders, and some don't. I guess you'll balance them better for phase 2.
You can get really high culture production with the civics and wonders adding to culture production of specialists, carnivals and animals. Don't you think you should increase the culture required to become lengendary? Cultural victory can be pretty easy.
Is it normal that elves can produce demonic units (eidolons, Meshaber of Dis...)
Is it possible to have some background for your mod, other then the entries in the pedia?