Automatons would be so cool to play, but I notice frost giants arent in the poll - Or i skim read and missed it.
Automaton suggestions -
Damage and repair, instead of having a hospital automatons go to a scrapyard or spare-parts garage
Scrapyard - The damaged automaton has it's soul removed and transferred into a new functioning body. The old body can be scrapped or repaired and have a new soul added to it later on.
Spare-Parts garage - The automaton can have its lost parts rebuilt and implanted from parts of other machines or automatons, meaning you never have to bury corpses.
Damaged Migrants - Automatons don't get migrant waves as such, but damaged automatons on scrap carts which can be repair or have their souls transported.
Building new citizens/war animals - Robotic animals that fight for you like gnomes and new citizens being built from parts of dead automatons
rather than relying on migrant waves. All automatons are sterile because robots and as such there are no babies.
Dead Automatons? - So how do automatons die? Well, I was thinking that they don't die until their soul bind (either in their brain or heart) is destroyed or damaged, but stop functioning once enough parts are damaged. Since robots can't have ghosts (unless you've seen that one Futurama episode) I figured maybe they have lost souls. The bits that bind to their soul binds and until the souls are memorialized or implanted in a new body the go around moving items in an attempt to build themselves a body. If they gather enough items without being noticed they can create a body which is hostile to your automatons and varies in strength depending on what was used in construction. If memorialized the souls will fly into the stone slab and vanish. Allowing the slab to count as their final resting place.
Cyborgs - Intelligent races and other animals that the automatons capture can be converted into cyborgs in the Cybernetics Workshop allowing the automatons to bind metal to flesh with varying success and non-intrusively invade the creatures mind and tweak its synapses to become your ally. Animal cyborgs are treated as pets, where as higher race cyborgs are better as workers or soldiers.
Food - Robots wouldn't eat, but smoke instead (because futurama) and would also drink alcohol or oil (also because futurama) so instead of being hungry automatons get cravings and must go and smoke a cigar of an array of flavour produced in the Smokeshop (replaces kitchen for automatons) This building is crucial as if a craving is not satiated the automaton cannot died, but will slowly go insane or begin malfunctioning.
Caravans - Trade is not so much trade as resupply, you get given broken parts along with migrant waves (scrap carts pulled by the migrant automatons) and the game knows what was delivered via these carts and these parts if repaired can be sold for extra profit in exchange for Cigars and booze
Frost Giant suggestions -
Freezing Prisoners - Prisoners can be frozen or imbued with ice to convert them to the frost giant civ as Frostlings.
Thats pretty much all I've thought of for Frost giants, but a frost giant for would be pretty badass