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Skaven, Warhammer/wesnoth sprite crossover, adventure guild were less intensive :)
Summary of the mod
Slow to start but gets traction. If playing without the specialists mod (which lets you construct vanilla sites), they will struggle in agriculture and ealier due to their dependence on ports and villages+. This class uses a big tech tree so to speak.
Not having regular recruitments (only very expensive mercenaries) and the complexity in general gives the AI a hard time playing this class.
I would like the Eunuchs and ceremonial masters to be easier to tell apart from each other.
You may also be seeing some other fun CoE stuff in the nebulous future...
The unfinished descriptions will all be added in the next patch soon, I haven't quite had time to work on it and it will be a save-breaking update, but it should be done sometime this coming week.
Perhaps you could make the lesser celestial summons available as soon as you uncover an ancient tomb or reach a certain tribute level? I don't think it'd be too against the lore since you get to start with a celestial unit if you pick the gardener starting option.
I actually agree that there should be access to the weaker celestial units a bit earlier in the game - the celestial stuff in general is just there as bonus though, unless you're playing on extremely high difficulty or a particularly large map it's just bonus end game content, kind of like exploring planes in vanilla.