Special Bonuses/Drawbacks
Good Melee
Bad Archery *in fact I would say known*
No or little fire magic
Excellent Ships
Decent recon
Keep the drown as the base T1 unit, its only a 3 attack power. But you can not make them straight you have to make a sacrifice, we will call the unit Drowning Sacrifice or some such, and then pay a small amount of money, 30 gold. Another little thorn for a paragon, need to keep an economy going.
T2 is axeman, but also boats so. Axeman replacement would be a Lesser avatar, something that looks like Cthulhu himself, 3 Attack power, +2 unholy, and mind level I. Boats...Sea creatures such as the kraken, not sure of its attack power. Also as a second boat allow for a 'Sailor's Dirge' type of ship, where it can spawn Drown, only in bay and only for 30 gold but no sacrifice. 5 Attack power 3 speed, 4 Cargo, 30% withdrawal *Because it can sink just as much as stay afloat, if not better* EDIT: Scratch Krakens for T2 they have a 12 attack power and 4 movement, give them sea serpent instead for 5 attack power and change its movement to 2.
T3 Mainly Disciple Units. Start with follower, then Priest of Dagon?, then Underwater Lord. Starter, 3 level, 5th level respectively. The follower gains xp like a disciple unit. The Priest can found a church/nexus without killing himself to do so. Underwater Lord can walk on water and has boarding so that he can take over ships. +50% vs. Naval Units.
Compliant Minds, 6 strength 1 move, replacement for macemen. Start with Mind I and something that prevents from being affected by fear. Crazed minds, 6/3 strength 2 movement, starts with Crazed and Blitz.
Ships- Undead Pirate Ship, also Undead Boarding Party. Pirate Ship, 6 strength 3 movement, Hidden nationality, Undead, and +40% withdrawal rate. Undead Boarding Party, 5 strength 1 movement, start with Undead and Boarding. Kraken, 12 attack power and 4 movement, because they have no actual strong ships just ability ones. Also a hero ship, the second one in the game possibly

, 7 attack power +2 water/ice +2 death 3 movement and 1 cargo, starts with hero.
T4 Mi’Go Emissary, 9 attack power 1 movement, -50% city attack +50% versus animals, can build a farm, cargo space 1 ‘carries “birds”’. Special Fungus Farm, no attack power no movement no range, but they can summon a 9 attack power explosive mushroom for 80 gold that starts with barrage I and II and lasts for 3 turns. Somewhat of a druid but they are supposed to be a recon unit. Chthulhu flavor also. National unit
Compliant Masses, 5/22 strength no movement, +25% city defense +25% archery units, reduces the pop. Of the city it is built in by 5 *good penalty for you?* Somewhat takes the place of shield wall, tried for a unique feel though and figured sense they have the ‘Tower of Complacency’ this would be a decent shield wall. Also, requires Tower of Complacency built, not sure whether to limit it to that city and give it a one-time teleport to another or just to have the tower needed to be built but not specifically in that city. National Unit
Dagon Spawn 8/2 strength 2 movement, starts with water II and III, sorcery, summoning, and water walking. Meant to replace berserker in a way, but instead of its collateral damage gave it summoning abilities, figured this more fitting of a Child of Dagon. National Unit
Child of Cthulhu 7 strength 2 movement, starts with immortal and water walking. National Unit
Some hero/avatar unit but I have no idea what that could be, I’ll look through the necronomicon for ideas.
Is this a good enough start for unique units or do I need to think up some more?
Buildings
The Deep Pool, can’t think of a better name, this would be the OO ‘nexus’ or super temple. Required to build all other units and buildings. +2 happiness, +6 culture, +30% cultural bonus, -2 happiness from any non-state religion, -25% war weariness *everyone is compliant so they are going to less likely to complain about war*
Sailor’s Graveyard, allows the building of ships and sea creatures. +20% production bonus for building naval units.
Great temple to the Transcendent Lord, national wonder, allows for the creation of Mi’Go Emissaries. -4 diplomatic relations with any follower of the fellowship of leaves, -8 with any paragon of the leaves. *Mi’Go are aliens, they look like giant crabs with fungus covering them and talk in movements and flashing lights, for those of you who do not know of them. Its another penalty worked in and even has a flavor reason

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Water of Complacency, an addition to The Deep Pool, +2 happiness and allows for the creation of Compliant Masses, along with The Tower of Complacency.
Gate to Atlantis, non-national, allows for creation of Dagon Spawn and Children of Cthulhu. +1 food and +1 commerce from ocean tiles. Needs a negative I think.
Ruins of Atlantis, world wonder, can only be built in a coastal city. All creatures built in city gain unholy taint and *Ability which gives increased attack power like +15%, in addition to bronze/iron/mithral weapon trait* -6/12 diplomatic relations with FOL, -4/6 with order followers/paragons. *basically this sets you at war with any fellowship of leaves follower and very close with order followers.*