edit: I also don't own BNW. Been contemplating grabbing it.
There is a small chance that this is the problem. Don't want you to buy it and find out that it doesn't solve the problem ... but Phase 3 will require BNW.
Phase 3 update:
I'm working through the basic workings for the Destroyer Victory. This obviously looks a lot like FFH's Armageddon Counter, which is not a bad thing. I'm hoping to make it a little bleaker though.
Instead of a counter going up, things spiral downhill as mana is consumed and the Sum of all Mana depletes to zero. The game starts with some arbitrary large amount of mana (1000000 in current build) and the only way to put a dent in that is by a lot of Sorcery, which is practiced only by Fallen civs (other arcane civs use mana but don't "consume" it). And I mean
a lot of high-level Sorcery. Small-time practicers aren't going to have an impact. But in most games you will have at least one AI civ that is developing in this direction, and if they are gaining power, you will want to deal with them early rather than later.
Note: Blight is just base Civ5 fall-out. The existing graphic looks hellish enough so suits the purpose just fine. It displaces living terrain (forest, jungle, marsh) and causes no yield on a plot except mana (if any). Blight is caused early by certain spells, and later spreads or spawns on its own. It will be removable by both magic and non-magic means (possibly by workers and slaves, though not easily).
There will be a graphic indicator that shows the Sum of all Mana by percent. Bad stuff happens at the following thresholds:
90% Warning (popup will explain the basic idea of mana depletion)
80% Undead begin to spawn from old battlefields and city graveyards, and demons from any blighted plots (1% chance per plot per turn increasing to 10% as Mana depletes to zero).
66% Begins to sap happiness and health from all civilizations (-5 for both increasing to -20 as Mana depletes to zero).
50% Blight now spreads from already blighted plots (1% chance per blight per turn increasing to 10% as Mana depletes to zero)
33% All mana accumulative processes are reduced by 33% (increasing to 90% as Mana depletes to zero). Does not affect Divine Favor.
25% Blight begins to appear spontaneously (0.5% chance per unaffected plot per turn increasing to 2% as Mana depletes to zero).
20% Pestilence, the first of the Four Horsemen, arrives riding a White Horse. He carries the Bow of Pestilence (causing disease in all units hit) and the Crown of Pestilence (causing disease or plague in all nearby cities).
15% War arrives riding a Red Horse. He carries a sword called War that causes nearby civilizations and city states to declare war on each other and the cities and units of larger civilizations to revolt and war upon their owners.
10% Famine arrives riding a Black Horse. He carries the Scales of Want which bring starvation to all nearby units and cities.
5% Death arrives riding a Pale Horse. He carries no items but kills by sword, famine, plague and the enraged beasts and animals of Éa.
1% The fabric of Éa unravels and the world ends in fiery armageddon. The primary contributor to this (i.e., the civilization that consumed the most mana) wins the Destroyer Victory.
On the Four Horsemen: The first three spawn anywhere, possibly near or within Fallen civilizations that are bringing on the destruction. Although tough to deal with, they drop powerful items when killed that can be used by the player. The last, Death, will generally move toward non-Fallen civilizations. He is no fun to be around at all.