First off, I wanted to say that I really like this civ. It forces me to use the commander concept more than I'm used to, but it's done really well and I like it a lot.
I had a question (related in part to the whole deception thing). Why is it that the Mekarans are agnostic? Unlike D'Tesh (who it seems basically made a cult around himself), they seem to be an Amurite spinoff that just is a bit more...intense?...than others? They seem to fit real well with CoE in particular, or if you wanted to be less evil maybe Empy? I'm just curious as to the rationale. I definitely like this civ though...
It makes sense that they are agnostic, as the Order controls the government of the country. The citizens can follow any religion they want, but the mages seem too focused on their work to worship. They do have quite a bit of synergy with CoE though, which is why we have Zaria. Last time I checked, she wasn't agnostic.
Oghma and Ceridwen should indeed be worshipable, and there is no real reason for them to be agnostic. I just don't see them paying much attention to religion once they get going. Maybe a mechanic similar to the Dural could be introduced, with them getting only half of the religion.
I'm glad you guys like the civ; was a bit worried about that, since it's my first ever attempt at modding.
Anyway, Oranos is quite correct, the Mekara Order don't care for religions. Jamal and Iram both oppose the gods on principle; Jamal because he sees them as his personal enemies in his quest to make mankind ascend into higher beings, Iram because he sees them all as cruel and uncaring beings that only care for their own power struggles, and never the people who are hurt by them.
Zaria doesn't really believe any more than they do, she just sees religion as another potential way to control the populace, without resorting to violence. Hence, she is not Agnostic.
Lore reasons, I know, but I felt it was appropriate. Jamal might change once Airandamar makes it into RifE, though.
She'll be great if she gets a real second trait and vampires are moved into the civ at large - it makes no sense to block a civ's units given that their leaders are in partnership and do not appear antagonistic towards each other, especially given how much Zaria needs the Order for her Mind-enabled A GOD AM I fantasies.
Until then, lose one trait for vampires not on the way to Sorcery? Pass.
I agree with Jheral, giving the leaders units of their own, but Zaria is underpowered. Adding the vamps into the civ on a larger scale would be good, but she should retain her own unique units.
Again, lore reasons.
I do have a fair bit of lore text that didn't make it into the module, mainly because I don't know how to work it in at this time, which elaborates on the relations between the leaders. Those ideas are the main reason I made the leaders get different units; there is some serious tension between Zaria and the other two. Basically, she's trying to get rid of Jamal and Iram (who are the two major leader figures), setting herself up as the new master of the order, and is using her network of spies and assassins to achieve that goal.
I might add in some other vampire units to the whole civ, I guess. I just need to figure out what they should be.
On the subject of traits though, Zaria
is an Emergent leader, so she can get more traits, unlike Jamal. Giving her a 'real' second trait would seem a bit much, in my opinion. I am switching her over to Important once DynTraits is in, which means she'll keep that mechanic, too (Iram is getting upgrades of the Pacifist trait; Jamal is becoming a Historical leader, and as such stays pretty much the same).