Ahwaric
Shrubbery-hugger
Regarding gnolls & food.
First of all, farm is not just for growing vegetables. I missed it at first, but every farm has a little of all, grains, other plants, pigs etc.
Well, that is the traditional way, modern commercial farms are specialized. But FfH, even with Orbis expansion into renaissance, is hardly a modern world.
So you can just say - they grow grains and then feed it to pigs. And then take care of the pigs... So, no changes necessary.
Also, I am against special improvement. All special things on the map for just one civ should be kept to minimum. I do not see why it should be added for Ngomelle. Plus, you can always add some extra yields for yurts. They already fit quite well the improvement you want to add (including discovering animal resources).

Well, not something I want, but splitting it is not possible without total rewrite of this part of the code...
A special building can be a good idea, say +5% with every animal that can be eaten.
I see no problem with
from horses and cows. We eat cows, don't we?
Recently revived units are not considered alive, so can't be revived again.
Bonus for plains is a good idea (food or some combat +%), but I would not penalize them for tundra. It is already worthless enough, and most food you get from tundra is from hunting, which gnolls are good at.
There are eight major ones that cross civ boundaries on greater scale but every civ has it's own special religion. That is what special pagan temples are for. You can add some extra things, too, but keep them balanced. Not every unique unit has to replace something. Steam tanks do not
You just need to balance the civ on the macro scale.
That is why I talked of replacing druids and adding 2 "lesser druids" stages. In my mind both the green sea and gnolls fit druidism very well.
Also, every civ has it's own rites and forms of the major religions.
Look at our world, i.e. christianity is extremally split. Even so centralized branch as catholicism is a bit diffirent in different countries. Orthodox and protestant communities are even more diverse. And when any of it gets to africa, it gets transformed even more.
So, FoL is all about blood and hunt when Calabim (or Charadon) interpret it, survival of the fittest but also cooperation if you ask Thudr or Mahala, or the typical elven version when it is, well, elven version.
First of all, farm is not just for growing vegetables. I missed it at first, but every farm has a little of all, grains, other plants, pigs etc.
Well, that is the traditional way, modern commercial farms are specialized. But FfH, even with Orbis expansion into renaissance, is hardly a modern world.
So you can just say - they grow grains and then feed it to pigs. And then take care of the pigs... So, no changes necessary.
Also, I am against special improvement. All special things on the map for just one civ should be kept to minimum. I do not see why it should be added for Ngomelle. Plus, you can always add some extra yields for yurts. They already fit quite well the improvement you want to add (including discovering animal resources).
Nature mana is already increasing discovery chance. But there is no way to tie it to specific improvement or civ. So, you have bigger chance to get new pigs with earth mana and gold with nature...Sadly, I don't think anything is doable about the Earth mana. I can't specify any civilization-only settings on the Nature mana. And I can't see any way to bind Nature mana to Discovery chance of an improvement.

Well, not something I want, but splitting it is not possible without total rewrite of this part of the code...
A special building can be a good idea, say +5% with every animal that can be eaten.
I see no problem with

It will if you make it to. That is how mechanos reviving works - it is a modified soul forge code.Well, that's the advantage of gaining from combat: I can check if the unit is alive. However, the Soul forge mechanic won't check that.
Recently revived units are not considered alive, so can't be revived again.
Bonus for plains is a good idea (food or some combat +%), but I would not penalize them for tundra. It is already worthless enough, and most food you get from tundra is from hunting, which gnolls are good at.
As I have already said in Dao thread, I think agnosticism should be special. Either it has Grigori/Mechanos (and partially Scions)) form with no religion, or the civ must be extremly fanatical in their national believs (Scions, Illians). Ngomele is neither.The reaction to agnosticism wasn't very good. But I think it may save a lot of time spent trying "unique"-fy things. I mean, I don't see them adopting any other belief than theirs.
There are eight major ones that cross civ boundaries on greater scale but every civ has it's own special religion. That is what special pagan temples are for. You can add some extra things, too, but keep them balanced. Not every unique unit has to replace something. Steam tanks do not

That is why I talked of replacing druids and adding 2 "lesser druids" stages. In my mind both the green sea and gnolls fit druidism very well.
Also, every civ has it's own rites and forms of the major religions.
Look at our world, i.e. christianity is extremally split. Even so centralized branch as catholicism is a bit diffirent in different countries. Orthodox and protestant communities are even more diverse. And when any of it gets to africa, it gets transformed even more.
So, FoL is all about blood and hunt when Calabim (or Charadon) interpret it, survival of the fittest but also cooperation if you ask Thudr or Mahala, or the typical elven version when it is, well, elven version.