Can I get some information on Patrian Artifacts? In particular what they have to do with Quarries and something called the Gift. I didn't see this in the Scions docs, but might have missed it.
Well, I am not the one that set this bonus in the first place, but I guess it is all kind of remains from the age of magic cities, ruined architecture, sculptures, mosaics, paintings... Well, after all this time and ice age, maybe no paintings.
Scions dig it up and use in their cities - not unlike it was done in medieval rome (I have seen one huge villa where marble floors were processed into burnt lime

).
Awakened prize signs of the past glory, so acces to this resource increases the rate they come out of the bottomless tomb.
Well I don't know if you ever intend to use it, but these are the types of events that go well with the "broader alignment" option of FF. I mean it helps to be able to see if you are REALLY evil or maybe just neutral with good tendencies.
Unfortunatelly, I think broader alignments do not work as intended. Also, as AI do not know what is moral and what is not, it keeps doing bad things and turns evil. I think Bannor and Mercurian are especially vulnerable to it - the mechanics does not understand that purpose sanctifies the means...

So do not expect Broader Alignments anytime soo, or ever...
Question about Scions; you seem to have taken a lot of the Pelomoc (sp?) spells away from him. Any reason other than to tone him down a bit?
What exactly does Succor do and why can't I cast it most of the time? By trial and error (mostly error) it looks like I have to have 3 cities I've already cast Poisoned Words in.
I reduced Pelemoc spells number because it was micromanagement nightmare. I tried to merge them and make remaining ones better. I might have toned Pelemoc down a bit - but he is still really usefull.
Succor grants one reborn in your capitol. It requires money (listed in spell description) plus it can only be cast in foreign cities with 3 or more

. It certainly works (and have nothing to do with poisoned words I think), but it might be hard to tell where to go. I will add investigate city ability to Pelemoc in patch d - hope that helps.
Plus, I think this may have been discussed before in regard to the Mechanos, but might it be possible to have some sort of 'temple' open when one gets Humanism?
Is it really needed? True, they do not get religions but most agnostic civs get stuff that more than compensate that. I can't really see a balance or flavour reason to add it ATM, can you?
By the way, I have added plenty of stuff I wanted to do for a long time. I plan to add a few more things while waiting for patch w, but a really big one is already in.
I have increased food per population to 3

. Farm base yeld is 2

instead of 1. Also, city starts with 3

(which makes settling at swamps a little less desirable I hope). Sacrifice the weak is 2

per population
My intention is to limit cities growth a bit (it is medieval world and populations far bigger, plus they grow too fast) and to make farms a bit more desirable. Also, it will tone Sacriface the Weak a bit.
It will probably need some tweaking and to properly judge if it was a right decision you will have to play, I know, but if you have any comments, please post them

Also, I think of changing financial trait from 1 extra

if there are 2

to require 3

, plus give it some other bonuses.