So has Sephi.
Believe in wildmana you can have up to 5 resources from one building.
In my version it is 7.
I've even been thinking about changing it to 21 so that the Tower of Mastery can provide one of every type mana. Given the general patters in the game, I see 3, 7, and 21 as the only valid choices for the maximum number of resources a building can provide, provided it has to be hardcoded and not a dynamic array.
I'd like to see someone (probably Xienwolf) change it so that buildings can provide an arbitrary number of an arbitrary number of resources, but that is certainly above my limited C++ skills.
As far as I know, Einherjar have Guardsman only in my version (and they also have Valor). Perhaps it has been borrowed in some minor mods, but none I've downloaded. (I also mane Aureales target unitcombat_recon units and unitclass_assassins/ahadows/marksman/rathaus/alazkan units specifically plus gave them Perfect Sight, so Sun III Archmages can aggressively preempt assassination attempts.)
The easiest way to make the towers give a random mana upon construction would be to add the mana resource to the map under the city's tile rather than giving a mana granting building. In CvEventManager.py, under
def onBuildingBuilt(self, argsList): add something like this for each tower:
Code:
if iBuildingType == gc.getInfoTypeForString('BUILDING_TOWER_OF_THE_ELEMENTS'):
lList = ['BONUS_MANA_FIRE', 'BONUS_MANA_AIR', 'BONUS_MANA_WATER', 'BONUS_MANA_WATER','BONUS_MANA_ICE]
iBonus = gc.getInfoTypeForString(lList[CyGame().getSorenRandNum(len(lList), "Pick Mana")-1])
pPlot.setBonusType(iBonus)
Note that since the Tower of Elements and Tower of Necromancy already trigger python when built (to give elementals or the undead the strong promotion) you might as well ad the code there instead of checking for the same building twice.
Personally I like making wonders like the Shrine of Sirona that require a type of mana to build also provide more of that mana type. I also brought back the Eternal Flame (a wonder from back in Light that required and provided mana) and made it the Clan's favorite wonder and the prereq for the new Bhall Ork unit (a disciple class Clan UU that starts with Fire I, can get Fire II, and can upgrade to an evil priest or a Mage.)
There already is a mana producing Ritual (admittedly not the type of "ritual" you are probably considering), the Rites of Oghma. I always remove the world limit from this.
I used to have a second Metamagic III spell called Sourcery that sacrificed the caster to create a new source of raw mana on its tile. I think I may bring it back, but give it a large delay instead of requiring a sacrifice.
I always like to have the Tower of Mastery grant Channeling III to arcane units (applied to units in the city). That makes Adepts level up faster, and lets Mages access all the Archmage spells (but still not get the free promotion pick or free level 3 spell spheres based on mana).
I still have serious doubts that the AI can be taught to use your system or that it wouldn't be too micromanagement intensive for more than 90% of human players.