Valkrionn
The Hamster King
No problem, I *still* have to ask for help. 



Alright, I just copy and pasted the Bannor at the bottom, removed every BANNOR from every line and replaced it with FRAELIM. Removed two of the leaders and changed the other to NHOJ YEANEK, and switched the hero from DONAL to SENOJ. Is there anything vital that I am currently missing (other than actually making all the units and stuff)?
By the way, thank you to everybody who has posted here so far; especially Valkrionn, Deadliver, and Shatner

Alright I just did the leader.
Started off by copying and pasting Maer to the bottom and switching each line that said MAER to NHOJ (also made sure this matches the leader name in the civ info files).
From there I switched the traits to RAIDERS and AGGRESSIVE.
Changed the Religion Weight Modifiers for all religions to 0 except for the Empyrean which is now -20
Favorite building is Form of the Titan and favorite civic is Conquest
And...those are the only changes that I can remember/find, I'll mess more with the AI once its all well and done
Also, the traits, favorite anything, weight, etc are all subject to change once I figure out what I'm doing
Final note: Thanks again to all who have been helpingTime for me to try and figure out ArtDefinesCivilization


Rather annoying.I remember an idea from a while ago that could be resurrected and discussed... it is a way to get early coast raids like the vikings. The way the mechanics would work is that early units would be able to cast a boat (a viking Karve) that would be very weak (like str 1-2) that they could use to travel the coast to land and raid and pillage other civs. It would require the fishing tech and raiders trait and must be cast in the forest (but doesn't consume the forest). The karves are destroyed when the casting unit leaves the boat. With the early game so focused on other important things, I think having a castable boat to carry units to conduct raids would add a lot to the "raiders" feel. Anything to enhance the sea is sorely needed in this game IMO. To be more fair to non raider trait leaders and civs, they could build a karve instead of casting and have it cost like 20 hammers. The built karves would also not be destroyed when the unit leaves and could be upgraded to other boats. They would also benefit by having other units as cargo (except maybe no settlers) where the castable ones would only carry the caster.
Another minor request - to look at the enhanced coastal cities changes and see if anything would fit in - for example some of the civics changes like getting food from trade routes is a nice change...
Why not give something similar to the Cog (some chance to sink if on ocean tile, not 100%) but to all naval units that can't go in the ocean? Maybe except the Work Boats...Perhaps also the Vikings could also have a unique galley - which whilst being the same stats as other galleys - could enter Ocean tiles, but with a 100% risk of sinking if it starts a turn on an Ocean tile?
Well my 5th day of work begins now and I am very intrigued with the castable ship idea. Admittedly it will take me forever to figure out how to do that but still, I definitely want to make that happen.
Let me look at what I have done and what needs doing:
I did the unit entries (may need to make one for the summon ship)
I made the palace and one unique building
I made the leader
I need to make the unique stats for units, another building or two, create the two spells that will make this unique, unit art, civ art, art art, pedia entires, etc
I still have a massive amount of work so I guess I will focus on another building right now. Maybe a unique barracks or...?
EDIT: Thanks for all help!
Well you would make a spell in spell infos called "Whatever" that can create a unit. Look at the spell infos file for the summoning spells for ideas, such as Summon Frostling, Battering ram etc.
