[*]Too encouraging of specialist economy. So many farms you'd think I was playing Calabim.
That's the whole theme of them, though: uber specialists.
[*] Encourages SE but gives no benefits to assigning Priests/Prophets unlike all other specialists. Might fit for lore reasons, but SE needs to assign Priests here and there to keep up in hammers. Possible to give Sidar a way to assign an Engineer in early game instead of priest? Replace Pagan Temple with something to accomplish this?
Personally I think it's fine the way it is. Priests are still useful, as you see other Civs use them without problem. I like being able to assign a priest, because I have uses for Prophets.
[*] Can blow up middle-game due to Shade mechanic if you cranked out a lot of Adepts early game and are willing to burn them, but otherwise this effect is barely useful. Is there no way to calculate the "lifetime" of a unit instead of basing the Shade ability on unit exp? Let's say a unit 200+ turns old and is at least level.. lets say 4 can become a Shade, would that not be better?
I have to disagree with "barely useful", I think it's incredibly powerful and provides a fun mechanic, really protecting and "growing" your future Shades.
If you just allow any old unit garrisoned in a city for X amount of time turn into a shade, it would be incredibly powerful. Just crank as many warriors as you can at the start, and you're going to be sitting on stacks upon stacks of free specialists. I think it would be very, very overpowered.
As it is currently with requiring L6, I still think it's insanely powerful. I'm barely to the point in my game where I'm getting Smelting, yet my capitol has 6 engineers and a sage or two already. I'm producing wonders in about 7-8 turns with God King, and this is on Epic speed.
Speaking of Epic speed, I wonder if that's why we see differently on the L6 requirement? Seems like it would be much more powerful on Epic/Marathon than on Normal or faster, since you're fighting more.