I really like the Mechanos as a civ in RifE (haven't played them in other Modmods yet), they are quite unique and refreshingly non-FfH (not that I have anything against the classical FfH way to play, I do like it as much). Refined Mana, Handgunners, Dragoons, Power Plants etc... the only drawback is that if the gods really are backc on Erebus you ccan only trust on your machine spirits and bullets to stop them. But well, that surely is intended.
I only have one gripe (coding for civ still eludes me somewhat despite having read the tutorials and all that. HoI2 is way easier in that respect)- the late-game unit roster. Crossbowman, Druids and maybe Knights feel a bit out of place in this civ. Maybe knights are OK, given that the late game focuses a lot on heavy units (and the problem could be easily solved by providing unique Unitart, for which historical, "real" units should suffice- let's see what there is for the archer, warrior, worker and others too). Napoleonic-style melee cavalry doesn't make sense when you face heavily armoured and armed foes of all kinds- perhaps the conquistador from vanilla does the trick?
But Crossbowmen and Druids are more of a problem. The former would be ridiculously out of place, given that the MEchanos should have achieved an insanely high level of tech once they have researched it- maybe replace it with a sort of machine gun UU ('mitrailleuse' sounds like a good name). Perhaps something like the Austro-Hungarian Machine-Gun from seZereth would suffice? It could be unable to attack in melee, like the vanilla unit, but ranged attack should definitely be a possibility- a city defender. Alternatively, keep the crossbowman, but make it more steampunk/SF-ish, maybe with some sort of repeating/ superstrong crossbow.
The third and last issue, lore-wise are the Druids. Are they not servants of CErnunnos as well? And their focus on nature surely clashes with the Mechanos philosophy. MAybe give them Luonnotar instead? OR some sort of tier-3 cyborgy tech-priest, a scary marriage of machine-spirit and human flesh?
I only have one gripe (coding for civ still eludes me somewhat despite having read the tutorials and all that. HoI2 is way easier in that respect)- the late-game unit roster. Crossbowman, Druids and maybe Knights feel a bit out of place in this civ. Maybe knights are OK, given that the late game focuses a lot on heavy units (and the problem could be easily solved by providing unique Unitart, for which historical, "real" units should suffice- let's see what there is for the archer, warrior, worker and others too). Napoleonic-style melee cavalry doesn't make sense when you face heavily armoured and armed foes of all kinds- perhaps the conquistador from vanilla does the trick?
But Crossbowmen and Druids are more of a problem. The former would be ridiculously out of place, given that the MEchanos should have achieved an insanely high level of tech once they have researched it- maybe replace it with a sort of machine gun UU ('mitrailleuse' sounds like a good name). Perhaps something like the Austro-Hungarian Machine-Gun from seZereth would suffice? It could be unable to attack in melee, like the vanilla unit, but ranged attack should definitely be a possibility- a city defender. Alternatively, keep the crossbowman, but make it more steampunk/SF-ish, maybe with some sort of repeating/ superstrong crossbow.
The third and last issue, lore-wise are the Druids. Are they not servants of CErnunnos as well? And their focus on nature surely clashes with the Mechanos philosophy. MAybe give them Luonnotar instead? OR some sort of tier-3 cyborgy tech-priest, a scary marriage of machine-spirit and human flesh?