@Stemwinder30: Eloise is a half-elf. Human and Elven matings became more common as the nation grew, but they didn't form a seperate community. Rather, they're split between the Majenni, Rissans, and Humans, with no discrimination against them.
Most of my criticism comes from the point of view of making them work (as a modmod, of course

) alongside the Gyldalfar. So, that in mind...
- Lore
- Works for me. I would make the magic more central to the civ; One thing that is NOT found in RifE, is Magitech. This civ could fit that role.
- Leaders
- All civs (barring "special" ones like summonables or Illians) need, at a minimum, one Historical (Major), one Important (Minor), and one Emergent leader. This will be far more important after 1.4, once the leader work is done.
- Buildings
- Give the Military Academy a cooldown period, so you can't spam it on one unit. Less OP.
- I would make Rivos fuel his powerplants via channeled magic. Half of the civ is made up of students of an archmage, so keep magic important; Magic-based Elves haven't been done as yet. It also differentiates from the Mechanos better (Yes, they use "refined mana", but they use it essentially as we do uranium; Nothing magical about it).
Good ideas. Very well, here are my modifications:
- Intensive Training should have a cooldown period of 6-10 turns, and penalties should be increased if Pacifism is chosen as a Civic.
- Song of the High Elves, though a City Action, should also have a cooldown, and increased penalties when Military State is in place.
- Hydro Plant is to be renamed Magitech Power Plant, and there can only be as many built as there are Improved Mana Nodes on the ground. However, they have a slight boost over their Mechanos equivalent.
- Factory is to be renamed Magitech Factory, but should have a lower production boost than the Mechanos version. However, that production boost will increase for each mana of a different type owned by the civ.
- Rissa is now a Minor Leader.
Unique Units
Pheonix Blades - Champion replacement, strong against Melee and Ranged but very weak against Siege.
Gryphon Bows - Longbowman replacement with a powerful Ranged attack, and has bonuses against other Ranged units and Siege. Very weak against Mounted, however.
Emerald Battalion - Horse Archer replacement that can make swift work of other Mounted and Siege, but is weak against Melee.
Ruby Battalion - Chariot replacement strong against Melee and Mounted, but weak against Ranged.
Ribault - Catapult replacement with a bonus against Units and other Siege, but reduced bombard.
Mamba Knives - Assassin replacement with Poison damage and with bonuses against Mages and other Assasins. Weak against Heroes and other units with Guardsman.
Paragon - Phalanx replacement with a strong defense, but comparatively weaker attack.
Forlorn Hope - Berserker replacement with stronger attack and defense than usual, but with less collateral damage.
Sky Chariots - War Chariot replacement with Flying and Air Mana affinity and increased Withdrawal, but weaker attack.
Mana Cannon - Cannon replacement that causes additional Collateral Damage in exchange for lower City Attack.
As for Recon units, I think that despite being an Elven Civ, the High Elves should not be able to build the higher-end Recon units, or get replacements for them. This should emphazise their distance from their elven roots and embrace of a more 'developed' culture.