I have few suggestions for Wildmana.
First one I already posted here http://forums.civfanatics.com/showpost.php?p=9350544&postcount=22.
Second one is about relations of religions and magic. I think that OO and Order can't stand another power in their land, so efficiency of Faith gaining should suffer for any mana that you have. So they need ability to seal mana nodes and temple in capital should give more Faith, but remove Palace mana. But on other hand devotion to this religions is most strong, so Faith gaining should be best. Empyrean is all about enlightenment so it must give some spell research, but banish all dark mana. AV is same(except banning light mana), because demons are very proficient in magic, and can teach their mortal slaves some of it. FoL and RoK: elemental mana is manifistation of Nature's power, so this mana nodes can be shrines to FoL and RoK. And this religions don't care about the rest.
Third sugg:it looks like conventional means of war will be too weak to be used on their own, because good units can be obtained only with battle experience. I think that all battle units should have 2 new abilities: demobilization and training. Both will make unit
1 and unmovable. Only demobilization will decrease maintenance and slightly "eat" unit's exp and training will increase maintenance and give exp. May be you can add Training camp as new feature, so training can be used only outside cities. Return from demobilization can be few turn ability, so you can't react immediately on war declaration(troops need some time to return)
Would like to see any reviews for my ideas.
First one I already posted here http://forums.civfanatics.com/showpost.php?p=9350544&postcount=22.
Second one is about relations of religions and magic. I think that OO and Order can't stand another power in their land, so efficiency of Faith gaining should suffer for any mana that you have. So they need ability to seal mana nodes and temple in capital should give more Faith, but remove Palace mana. But on other hand devotion to this religions is most strong, so Faith gaining should be best. Empyrean is all about enlightenment so it must give some spell research, but banish all dark mana. AV is same(except banning light mana), because demons are very proficient in magic, and can teach their mortal slaves some of it. FoL and RoK: elemental mana is manifistation of Nature's power, so this mana nodes can be shrines to FoL and RoK. And this religions don't care about the rest.
Third sugg:it looks like conventional means of war will be too weak to be used on their own, because good units can be obtained only with battle experience. I think that all battle units should have 2 new abilities: demobilization and training. Both will make unit
1 and unmovable. Only demobilization will decrease maintenance and slightly "eat" unit's exp and training will increase maintenance and give exp. May be you can add Training camp as new feature, so training can be used only outside cities. Return from demobilization can be few turn ability, so you can't react immediately on war declaration(troops need some time to return)
Would like to see any reviews for my ideas.