1. Barbarians & Animals
1.1 Ridiculously to see a bear protecting a city of barbarians, as well as the skeleton protecting bear's den. I suggest to enter 3 separate fractions Animals, Barbarians and the Harbingers of the Apocalypse which are with each other in the world, but carrying out separate functions.
1.2 Army of spiders in early or middle game is dangerous weapon of cold war with your opponents. And all animals are useful, but in late game spiders less powerful than most of modern units (even warrior upgrades into powerful champ with 10 str, or longbowman). I propose some features to balance power of animals in early and later games.
a) Giant Spiders lvl 12 or higher may be upgraded into Dread Spider (Evil civs) or Greater Spider (Neutral & Good civs) in cities with Mage Guild, after researching Strength of Will.
Dread Spider (2 str (+2 poison), 2m) - spider lose 1 str, gaining 1 movement point and 2 abilities: Web (creates web on tile of forest or jungle, ANY unit entering tile destroying it and loses 2 movement points, except units with Spider* promotion, spiders using webs as roads and not destroying it) and Poison Spell (all enemy units in 1 tile gain +1 Poisoned promotion*). Supporting unit for other spiders, debuffing enemy without battle and building webs).
*Spider promotion - unit have +25% vulnerable to fire, can use webbed plots as roads, cannot carry an artifacts or great commander.
Great Spider (4str(+2 poison), 1m) - spider gains 1 str and Web ability, and additionally may create Baby Spiders with 10% chance. More dangerous than Giant Spider, Great Spider can build webs as well as Dread.
*Poisoned promotion - gives -10% str and decreases healing rate. I think that it must be stackable up to 3 times (Poisoned I, II and III), giving a stackable effects from different doses of poison.
b) Doviello may create Wolf Den in city from captured wolves. Wolf Den allows to build Hunting Wolf (4/2 str, 3 m, no terrain penalty, doesn't receive defense bonuses, using cargo slot instead of hawk, at at EoT returns to master's plot). These animals are good scouts and attackers, it will be good early bonus to weak Doviello.
c) Recently tamed animals are dangerous and may be agressive. What if all tamed units will be granted with Tamed (+5% chance to become barbarian, +12% chance to wear off per turn) promotion?
1.3 Scout's detecting may be more impotant with new barbarian units - Gremlins (0/1str, 1m, invisible to most units, 35% withdrawal chance). Their function - to destroy enemy improvements. You'll receive many problems with these guys!
For today, it's all. Tomorrow i'll add new proposes about magic balance and some event ideas to this post.
P.S. Sorry for my english, i'm from Ukraine... You know ukrainian language not better than i know english
1.1 Ridiculously to see a bear protecting a city of barbarians, as well as the skeleton protecting bear's den. I suggest to enter 3 separate fractions Animals, Barbarians and the Harbingers of the Apocalypse which are with each other in the world, but carrying out separate functions.
1.2 Army of spiders in early or middle game is dangerous weapon of cold war with your opponents. And all animals are useful, but in late game spiders less powerful than most of modern units (even warrior upgrades into powerful champ with 10 str, or longbowman). I propose some features to balance power of animals in early and later games.
a) Giant Spiders lvl 12 or higher may be upgraded into Dread Spider (Evil civs) or Greater Spider (Neutral & Good civs) in cities with Mage Guild, after researching Strength of Will.
Dread Spider (2 str (+2 poison), 2m) - spider lose 1 str, gaining 1 movement point and 2 abilities: Web (creates web on tile of forest or jungle, ANY unit entering tile destroying it and loses 2 movement points, except units with Spider* promotion, spiders using webs as roads and not destroying it) and Poison Spell (all enemy units in 1 tile gain +1 Poisoned promotion*). Supporting unit for other spiders, debuffing enemy without battle and building webs).
*Spider promotion - unit have +25% vulnerable to fire, can use webbed plots as roads, cannot carry an artifacts or great commander.
Great Spider (4str(+2 poison), 1m) - spider gains 1 str and Web ability, and additionally may create Baby Spiders with 10% chance. More dangerous than Giant Spider, Great Spider can build webs as well as Dread.
*Poisoned promotion - gives -10% str and decreases healing rate. I think that it must be stackable up to 3 times (Poisoned I, II and III), giving a stackable effects from different doses of poison.
b) Doviello may create Wolf Den in city from captured wolves. Wolf Den allows to build Hunting Wolf (4/2 str, 3 m, no terrain penalty, doesn't receive defense bonuses, using cargo slot instead of hawk, at at EoT returns to master's plot). These animals are good scouts and attackers, it will be good early bonus to weak Doviello.
c) Recently tamed animals are dangerous and may be agressive. What if all tamed units will be granted with Tamed (+5% chance to become barbarian, +12% chance to wear off per turn) promotion?
1.3 Scout's detecting may be more impotant with new barbarian units - Gremlins (0/1str, 1m, invisible to most units, 35% withdrawal chance). Their function - to destroy enemy improvements. You'll receive many problems with these guys!

For today, it's all. Tomorrow i'll add new proposes about magic balance and some event ideas to this post.
P.S. Sorry for my english, i'm from Ukraine... You know ukrainian language not better than i know english
