Ahwaric
Shrubbery-hugger
I did not have time to read much here recently, and I need to check the details.
Some thoughts for now.
Try to keep additions to minimum. No civ-specific terrains. Features - only when really needed, but please do not. Bonuses - same.
It makes map crowded with things not every civ can use and that casues many problems. Or just makes other things more complicated.
For example: you add new terrain to get extra
. So, every improvement has to be defined again on which terrain it can appear. Same applies to spells. That is a lot of work. No way I am going to rewrite all this for one civ. You, of course, can, but it will make Ngomele much lass likely to be included in the main mod.
Also, all such additions make it hard for new players to learn the new features. And both FfH and Orbis have already steep learning curves.
If you REALLY need something on the map, make it improvement. But better keep it as building in city, it is really the best way - including easy changes when the city is conquered by another race or razed and a new city is build there.
In short words: keep it simple. "A designer knows he achieved perfection..." - we all know this sentence.
In the resources pack I think the wood resource could be nice for the council tree - it has no doors, but looks like a Baobab, so would fit the flavour.
The art form Kohan needs a big scale 15-20, they are small. Also, the gauri buildings that come with FfH patch are somewhat broken, if they will not be fixed in the next patch I will attach my own versions directly from Walter's thread.
It is easier to remeber if the time is constant.
Also, the tag that allows specific number of turns befor promotion will expire is not in Orbis. It can be imported from FF, but it is SDK and I did not really need it so far.
I think the least micro management would come from soul forge mechanics. Maybe tie it to unique smokehouse or hunter's lodge? Maybe it does not need to be unique, python allows many things.
It would not allow specific spells though, so maybe one food promotion for the spells and soul forge mechanics together?
One more - try to make your buildings replace already existing ones. It makes civ more unique - i.e. governor's manor instead of courthouse is more flavourfull and requires less code than having both in one city. Also, there are less buildings that need to be build and they are easier to learn.
You can link them to any tech, the limiting factor is really light. You already did it for most of the buildings, but I think that i.e. council tree can replace forbidden palace
Some thoughts for now.
Please do not. And I really really please.Hmm... Well, if you wanted to go the cheap, easy way, make several clones of each terrain type, increasing the terrains food, hammers, or commerce...
Try to keep additions to minimum. No civ-specific terrains. Features - only when really needed, but please do not. Bonuses - same.
It makes map crowded with things not every civ can use and that casues many problems. Or just makes other things more complicated.
For example: you add new terrain to get extra

Also, all such additions make it hard for new players to learn the new features. And both FfH and Orbis have already steep learning curves.
If you REALLY need something on the map, make it improvement. But better keep it as building in city, it is really the best way - including easy changes when the city is conquered by another race or razed and a new city is build there.
In short words: keep it simple. "A designer knows he achieved perfection..." - we all know this sentence.
First of all, most of the buildings from Kohan are already used (including this one). This is less of an issue than duplicating unit art, but still would be better if you use another art.Huh, I don't get it: I'm trying to add a building graphic (the Mage College imported by Walter Hawkwood from Kohan 2) but I can't get it to work. Here is the ArtDefine:
In the resources pack I think the wood resource could be nice for the council tree - it has no doors, but looks like a Baobab, so would fit the flavour.
The art form Kohan needs a big scale 15-20, they are small. Also, the gauri buildings that come with FfH patch are somewhat broken, if they will not be fixed in the next patch I will attach my own versions directly from Walter's thread.
This is again, too complicated IMHO. First, decide if you want create meat chariot or gain promotion. There is no need for both I think. Also, the food spoiling is realistic but first, harder to code, second, too realisticI think my idea of food carrying is more clear now. Let's have a text:
Each time a unit wins a fight, it has a chance of dropping a "Meat Chariot". This item can be taken by any unit and dropped after, like any item. When carried, it adds the "Food carried I" promotion. When the unit wins a fight while having this promotion, it has a chance of gaining "Food carried II"; this can upgrade till "Food carried V".

Also, the tag that allows specific number of turns befor promotion will expire is not in Orbis. It can be imported from FF, but it is SDK and I did not really need it so far.
I think the least micro management would come from soul forge mechanics. Maybe tie it to unique smokehouse or hunter's lodge? Maybe it does not need to be unique, python allows many things.
It would not allow specific spells though, so maybe one food promotion for the spells and soul forge mechanics together?
One more - try to make your buildings replace already existing ones. It makes civ more unique - i.e. governor's manor instead of courthouse is more flavourfull and requires less code than having both in one city. Also, there are less buildings that need to be build and they are easier to learn.
You can link them to any tech, the limiting factor is really light. You already did it for most of the buildings, but I think that i.e. council tree can replace forbidden palace