yeah !!!!!!
well, well, what to say... I find that xp is king here, and also AOE effects.
and as such, Fire magic and Life Magic have free xp that other do not... and IIRC, both "attack spells" are multi-targets.
I mean that it is much easier to get those magic spells than the buildings or than grinding the xp.
stranded with Air Mana, I didnt use magic for most of my game as it brings almost nothing to the game... only a few lightning bolt, but those were mostly to put xp onto my adepts so they could become either sage to make a sage tower or dragon-mage for the fireball-fear effect.
a "must-do" work is the unit rooster of the civs that missed on it.
a second (old) feature is that I kind of remember that sheaim have access to a 9str unit without yield cost nor technologies, and I don't remember other civs having a similar early bonus.
I don't know how the AI works... but they are a bit too easy to conquer: they don't push enough xp farming
(IMO it is that training buildings are too expensive, too slow to give xp, with a training cap that is too low.)
and they don't seem to focus on teching to their non-free - UU.
and I've seen more barbs with a discipline than AI civs units
I'd like a redesign of the promotions in each discipline, and maybe a balance in the class effects.
some effects are much less interesting than others. (knight ? / wanderer effect is cut in half: no interest of reduce ugrade cost... etc vengeance discipline is interesting... but only for it's classes, not for the promotions - I always use the common tree promotion on those units / what is the use of vindicator (+damage to angels and demons ???) unless you specifically encounter elohim or infernals : there are not enough of those units to use a class for that )
Playing Hippus, it would be nice if horsearchers and (mounted) adepts got 3 mvt instead of 2... they are supposed to be mounted.... but are in fact slow for hippus units.
well, sorry for the wall of text but I love the game and a few things irk me