Okey, turns out the bug problem has something to do with combining several mods at once, it's currently being discussed in the bug thread.
Which means that I now managed to take a quick look at your mod. Hurray!
Some impressions: (this is without playing, mind you)
* Graphics are nice, and the gutater and druid don't appear out of place among them, which is a big plus. At first glance the baron captain looks very similar to regular heavy cavalry though, while I believe the unit should stand out a bit. Probably just messing with the colour scheme will achieve this. (the detail in that picture is very nice btw)
* The military as a whole is rather resource intensive. Not quite Ulmish levels, but "keeping the Marverni feeling" and "keep mass as a concept" to quote you doesn't really seem apply here. Both militia units are indeed quite easy to mass though.
* The regular troops have very low MR. So far Ulm are the only human nation with MR lower than 10. (Unless I forgot about one) And even in Ulm the MR is raised from 8 in EA to 9 in MA. Of course this doesn't mean that you can't give your guys MR 9 if you want to. I even quite like the rationale for the lowered MR on the militia, but on the regular troops it feels wrong somehow. (This is of course only my personal opinion)
* Both militia units are cool. I like what you've tried to do with lowering MR and morale, while keeping the other stats - and their equipment - decent. I'm curious to see how it plays out on the field.
* It's quite a shock to inspect a unit called 'marksman', and then find a precision 9 unit. Perhaps you could consider renaming it? Then again, crossbowman sounds horribly boring.
Other than that surprise I really like this unit though. If you want to see the power of easily massed crosbows, take a look at Marignon. (of course these guys are weaker, and also cost a 50% more resources, so they're not quite
that good. Still a very nice unit though. And communions give you access to flaming arrows too.
* Even your heaviest troops have mapmove 1, which is quite unusual. This was intentional?
* The royal knights are indeed excellent, probably the best non-sacred heavy cavalry of the age. The price seems a correct reflection of this fact. The warhoof attack is an innovation from CBM, and does not normally exist in vanilla play. I do understand (and approve of) the reasoning to improve the hoof attack in CBM. I just wanted to point this out to make sure you thought about this.
* The templars have very average stats, lower than many non-sacred human elites. On the plus side they're dirt cheap (upkeep is the same as the regular infantry), and with their good morale and fabulour MR this will be the (only?) melee infantry unit you recruit in mid/end game, even without a bless.
* The Gadrauth have the exact same stats as their EA counterparts (unless I missed something), yet they cost 3g more. Since you kept the druids as priests, it would be defensible to have these guys be sacred too. (and personally I would like them to be) The fanatically devout followers of the old faith and counterparts/rivals of the templars of the new faith and all that...
* Magical diversity of this nation is (really) low. You only have E S and N at site-searching levels, and F/W at one. (Which means you get W2 at const 6. You can also forge rings of wizardry without pretender help) Furthermore your paths do not lend themselves to diversification through summoning. (Pritty much only faery court for air magic)
* The druids are too expensive. I realise you already considerably lowered their price from the EA version, but they were (I suppose) highly priced to reflect their frightening maximum levels in E/S. Compare the druids with Marignon grand masters for instance(1,1 more magic path, 1 more holy, inquisitor and no heretic, at 270g) Or the celestial master (also 1,1 more level of magic, though very much spread out at 250g) Both of these are admittedly capital only, but I still think a price in the region of 250g would more accurately reflect their power. Adding the fixed point of N magic instead of keeping the randoms hurts them quite badly, which I think was the idea. With correct pricing they'll still be a very solid mage though.
* I misread your description of the Miracle worker. Somehow I interpreted it to be he had lost the druids S magic, instead of the holy. Hence my comment about the magma eruption in the previous post. As is the fire is indeed useful for forging as you write in your post. They will also fill a battlefield role very similar to Arco's Mystics, communioning to cast all manner of evocations depending on their randoms. The mystic is a bit better (0.4 more paths of magic total, plus a more intresting combination of randoms, and the real possibility of F/W searching. And only 10g more expensive) 140g still seems a decent price for a mage with his abilities though, unless you want to really make him stand out.
* The gutater is a decent researcher (better research/upkeep than the two above) but other than that he doesn't bring much to the nation. I think I'd prefer to recruit Miracle workers for the communion/battlemagic potential when threatened.
* Both your H1 priests are very intresting units. The hospitaller can be seen as a regular H1 priest you pay 10g extra for in exchange for a weak healing ability. Nice, thematic, worth it. And ultimately not very game-changing.
* The Monk is something else though. Only EA Arco's philosopher has the same research/upkeep ratio, nothing else comes close. Of course, not being a mage limits his uses as anything but a researcher, though at least he can bless/banish/preach when the need calls for it. Have you tested recruiting these guys heavily to blitz your research output? I'm not sure how it will play out, and it might very well turn out to be balanced in the end, but I do think this does need some serious testing to see if it's exploitable.
* As someone said above, there are quite a few spelling errors in the description, to the point of being slightly annoying. If you want I can have a quick look and give you a list of those I catch. (which won't be all of them since I'm notoriously bad at proofreading, but it'll be some at least.
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