I like the idea of a shrine doing less for bigger populations, but I find storing the luxury produced by a graveyard in book form, to be consumed later, to be strange. Did you drop the idea of staffing shrines for a bonus, or do they have to be staffed to do anything at all?
Shrines are now completely passive.
Temples can be built later on down the line and will also produce passive Spirituality, plus an additional resource (probably) called Guidance depending on whether/how well they are staffed. Having multiple religion-type luxuries would be more useful re: the luxury point cap on any one luxury resource. The main reason for having the ability to store spirituality/guidance as scripture (be it meditations, divine writs or holy texts) would be so that a highly religious city could effectively 'export' its faith as a trade good.
There is also now a (fairly) detailed exploration and raiding mechanic in place, which Filius' exploration has neatly demonstrated. Exploration of a new region discovers/generates encounters based on the size of the region being explored. Exploration normally takes six times the movement power of a unit, but this is halved for a unit equipped with an Explorer leader. (The movement limit per year of an infantry unit is 1000 LI.)
The Tylonese raiders also demonstrated a combat situation quite well. Truthfully, this took place
several times when I was bugtesting the script and the raiders kept getting 'unlucky' on the exploration roll. When I finally ironed out the bugs and got it working, the result in the post is the final result; both human and elven raiders fought a few rounds, whittled one another down to 1HP, then fled for their lives at the same time.
The Tylonese raiders also raided one of the halfling villages after discovering the bonus resource of stone, but with 2 of their 3 loot slots taken up, they could only loot 1 item of food from the village. After returning to Tylon, the raiders still had enough move to go back and loot more, but with the bandits still in the eastern hills there was a good risk they would be killed. Next turn, the raiders will level up and gain stats to offset that.
On the other hand, so will the bandits.
I'm also implementing slavery as a mechanic, but more on that later. In essence, it will allow you to spend the 'slaves' good to produce extra labour in a turn. Slaves being worked to death eat a lot to keep going, though, so there is a consummate food cost. Equally, even the most hardboiled of cities still have dissidents for whom slavery doesn't quite sit well, so they also require an appropriate increase in luxuries to 'ease' their consciences. (Read: labour is balanced to require food and luxuries regardless, so this mechanic simply increases labour for that turn over that produced by the population.)