Criticism is good.
An issue with the mod, at least from my point of view, is that people might play dwarves all the time, and completely ignore the other races. Maybe because they are too difficult, too different, or simply to unkown. Humans should be easy to get into and offer a view into all other races. You have 20 workshops that offer glimpses into the pets, items, materials and special features of 10 other races.
Be it succubi summons, warlock spells and zombies, gnomish gadgets... if you play humans, you can have a look at all of them. This was my main goal. People that play humans might find these off-race features interesting enough to start playing Succubi or Gnomes afterwards, because they have been made more curious about them.
The other goal was the guild system. I actually wanted to do exactly this system for dwarves. But the forum community voted against it, because its too different from vanilla. Thats why dwarves have only 1 guildhall, it was decided by poll. But since that day I wanted to make these huge, multi-building guilds that dictate different industries. That goal I reached as well.
End-game for humans I could think of this: Foreign Envoys. Build a special diplomacy building, try to "invite a new civ", similar to orc raids, or how kobold steal, but instead you spawn buildmats for ethical buildings.
"You have received word from the Vikings, they allow you to build a Mead-Hall, which trains Berserkers."
"You have received word from the Far East, they will establish a Dojo, training Martial Arts."
"You have received word from the Sultanates, they send a spice and silk merchant. Turbans and Scimitars, hell yeah."
Obviously that clashes with the idea of using 4 different civs with different nobles as I planned, but I am not sure how feasable that is. The humans turned out to be too western, I cant just rename the nobles, give them scimitars and turbans, and suddenly they are middle-eastern.
But I am all ears for other high-end features. They are usually very difficult to write, and I dont know if I can do that within the week I have left (have to playtest, do a tutorial fort, finish the manuals... maybe some warlock stuff, maybe some graphical twbt stuff), but what could I possibly add? Religion is based on IndigoFenix Pantheon script, its actually pretty powerful and I assume it will only get better... magic doesnt seem human, high-tech is gnomish, high-end metals is dwarvish...