Amunai Holy Shrine: Lost Catacombs
- Can be built by a Great Prophet
- +1 culture per city with Amunai present
- +25% defensive bonus
- Spawns unit Ancient Emperor
- whenever one of the owners LIVING units dies in their borders there is a small chance that the unit will be ressurected in the holy City with an 'Ancestor' racial promotion that acts the same as spirit guide and gives them -10% strength. sort of a combination of immortal, spirit guide and a debuff promo. Note that Ancestor Units are not classifired as living. (they are the dead spirits).
- Spreads Amunai
Arcaya Holy Shrine: Evergreen Glen
- Can be built by a Great Prophet
- +1 culture per city with Arcaya present
- Spreads 'Eternal Woods' terrain feature within the cities cultural borders (note: not the whole civs borders)
- 'Eternal Woods' would:
- deal minor damage to units belonging to non Arcaya civs.
- provide +0.5 happy to nearby cities ON TOP OF other ancient forest benefits.
- have a small chance of discovering plant and animal resources.
- There should be NO tech alowing chopping (thus there should be no wayto remove eternal woods) and they should also be totally immune to fire and prevent degradign their base terrain to desert or tundra or anything similar.
- Spreads Arcaya
Diansi Holy Shrine: Bastion of Light
- Can be built by a Great Prophet
- +1 gold per city with Diansi present
- Automatically deals 1% holy damage to any unit belonign to an evil civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
- deals 5% holy damage to undead and Deamons to a max of 10% (regardless of owning civs alignment), and if undead and deamons are within the line of sight of the City with the 'Bastion of Light' the damage Cap increases to 25%.
- Spreads Diansi
Infernalism Holy Shrine: Cradle of Bliss
- Can be built by a Great Prophet
- +1 science per city with Infernalism present
- +1 production per unhappiness in city
- Enemy Units that attack the city have a chance of flipping to the owner of The Cradle of Bliss when defeated. (much like the Command Pormotion, but in building form). units flipped in this form should have no upkeep costs (they are seduced and work for nothing and/or are enslaved by deamons living in the Cradle).
- Spreads Infernalism
Jynari Holy Shrine: Opaline Conduit
- Can be built by a Great Sage
- +1 science per city with Jynari present
- Provides power to the city.
- Enemy Units withing the civs borders have a +25-33% chance ot miscast their spells (the Conduit absorbs hostile magic and produces energy from it)
- in addition the owner's units never miscast when within their borders.
- Spreads Jynari
Kiraa Holy Shrine: Hall of Faces
- Can be built by a Great Prophet
- +1 Culture per city with Kiraa present
- Units built in this city start mutated.
- Allows any unit in the city to cast the equivilent of the spell 'Wonder' once a turn. (the gods give random blessings)
- Doubles the length of Anarchy but has a chance of triggering a golden age once order is restored. alternatively Anarchy acts like a golden age.
- Spreads Kiraa
Lost Ones Holy Shrine: Labarynth of the Damned
- Can be built by a Great Prophet
- +1 Hammer per city with Lost Onespresent
- Units that die in this city are reborn as Skeletons (same as Mokkas Cauldron)
- Automatically deals 1% Unholy damage to any unit beloning to a Good civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
- deals 5% Unholy damage to Animal and Angel units to a max of 10% (regardless of owning civs alignment)
- Spreads Lost Ones
Noldai Holy Shrine: The Primordial Altar
- Can be built by a Great Prophet
- +1 Culture per city with Kiraa present
- Provides cumulative bonuses based on techs.
- All cities get a free 'Primordial Fountain' (+1 health) when the civ discovers a Water Elemental tech.
- All units within borders are hasted when the civ discovers an Air Elemental tech.
- All units Built in the city start with +3 Exp when the civ discovers a Fire Elemental tech.
- All units that enter the city gain the 'stone skin' promotion when the civ discovers an Earth Elemental tech.
- Spreads Kiraa
OK so time for a decent reply to your suggestions
I'll start with the ideas u added to existing shrines.
I like the addition you made to my Lost Catacombs (where ancestors can be created from living units that die). This really fits in well with the lore so I will probably add a similar mechanic to that shrine
Also, the design you came up with for The Evergreen Glen matches the lore I've written for it very well... in fact the eternal forest idea is great. Assuming I actually use ancient forests then this would be a great upgrade to make the Arcaya holy shrine truely unique!
The idea you added to the Cradle of Bliss (with units converting) might not fit so well with the lore. The Cradle is mean't to be a huge temple to Alzara where all sorts of perverse and horrible stuff takes place, but it also reinforces the faith Scarthian's have in their Daemonic leaders. I don't think that other people (from outside of Scarthia) would be likely to convert from the sights they see in the Cradle lol

I'm still undecided about the additional feature to add to the Cradle atm, so any other suggestions I'd be happy to look at
OK so now onto the ones you designed from scratch:
Bastion of Light: Great name! I really like it hehe and will steal it for my lore and writing if you don't mind

I also like the effects. They seem perfectly matched to the sanctification of Essyliane's lands in my lore (they, lore-wise, are the founders of Diansi).
Opaline Conduit: The name is OK... not sure about the opaline part lol

I don't know about the mis-cast mechanic... I only normally have miscasting for "untried" sorcerers (see the mechanic under the sorcerer unit). However I could always leave a small miscast chance on normal sorcerers, then your ideas would make perfect sense. The only thing I dont like is the power... I have power from magic and steampunk later in the tech tree (TBA) and a wonder called The Nexus that this shrine kinda made me think of

I do like the miscast stuff though so I'll have to think on how to best implement that!
Hall of Faces: Tis another great name (mind if I do a steal?)

Also some great ideas... a chance of a golden age after anarchy is interesting! I could really go with that! I wouldn't use the mutated idea though... more likely to give a
chance of mutated or crazed etc... though that is a little similar to my Carnival of Wonder. Also, the random spell could work well... maybe instead there should be a load of unique events associated with the shrine?
Problem I can see is that the shrine looks a little bare... I do love the golden age after anarchy idea though. Also again, the name is cool
Labarynth of the Damned: I'm noticing a trend of great naming here lol

I like the idea of 1 hammer per city with Lost Ones but as Valkironn mentioned this could be hard. The damage against good things is a nice idea, but seems a little too much like the Bastion? Also the skeleton raising is basically like my black arts civic so I wouldn't want to mix the effect with a shrine. I like the damage to animals though... there are no angels in the world of Naeralith though lol
So basically I don't think I'll use much from this (apart from the name which is tres cool)
Primordial Altar: Probably my least fav suggestion. Nice ideas but these probably wont work well with my magic design. Also not too sure about the name.
Overall very nice additions/suggestions!
Feel free to expand on what I've said! I'm very grateful for your input!
Al