Not a major problem, but putting the Epic Lairs on tiny islands means that there isn't any risk in exploring them, since it's very easy to block all possible barb spawn points ("powerful enemies" never appear on water tiles for land-based lairs). So whoever can reach them first basically gets a free great person / equipment / tech / etc- all potentially giving a considerable advantage.
The Luchiurp area is kind of resource-poor. Only has a few mediocre food resources while everyone else has several + lots of nice commerce resources (although the Sheaim one is a little weak too). And plains pigs? Also probably needs more hammers available, whether via hills, resources, or stuff like scrubs. I know that mapmakers traditionally frown upon granting civs special terrain tailored to the particular needs of their civ, but vanilla FFH Luchiurp are pathetic unless they have a surfeit of production available. Remember that they're paying like 50% more per unit for their main combat troops. Bannor, Sheaim, and Elohim need more mana nodes, everybody should have at least two each (four if you want peaceful tower wins to be an option).
It might be nice to scatter a few more 1-tile lakes about the map, just to give Cultists some defensive utility. They'd also help create some choke points, which at present appear to be in short supply.
Make sure that everyone has Reagents; the pictures make it look like the Sheaim and Luchiurp don't have any, although the icons might just not be visible.
The starting resources are nice, giving players a few different options for their first worker techs. But starts are going to be slow, with only river commerce to start and none of the tiles giving an impressive food boost, even when improved.
The Mirror is a way better feature than any of the others anybody else has near them- I'd move it to more contested grounds, especially since the Hippus already have a very nice start.
The Luchiurp area is kind of resource-poor. Only has a few mediocre food resources while everyone else has several + lots of nice commerce resources (although the Sheaim one is a little weak too). And plains pigs? Also probably needs more hammers available, whether via hills, resources, or stuff like scrubs. I know that mapmakers traditionally frown upon granting civs special terrain tailored to the particular needs of their civ, but vanilla FFH Luchiurp are pathetic unless they have a surfeit of production available. Remember that they're paying like 50% more per unit for their main combat troops. Bannor, Sheaim, and Elohim need more mana nodes, everybody should have at least two each (four if you want peaceful tower wins to be an option).
It might be nice to scatter a few more 1-tile lakes about the map, just to give Cultists some defensive utility. They'd also help create some choke points, which at present appear to be in short supply.
Make sure that everyone has Reagents; the pictures make it look like the Sheaim and Luchiurp don't have any, although the icons might just not be visible.
The starting resources are nice, giving players a few different options for their first worker techs. But starts are going to be slow, with only river commerce to start and none of the tiles giving an impressive food boost, even when improved.
The Mirror is a way better feature than any of the others anybody else has near them- I'd move it to more contested grounds, especially since the Hippus already have a very nice start.