---at present, you seem to have the goal of making controlling multiple mana rescources important, and i was brainstorm a way to get multiple casts out of a spell caster-
-for every single type of mana rescource you control.
1 unit of that mana spawns for each of that mana you control.
-that mana can be used on a spellcaster anywhere so that he can cast 1 free spell of that type per turn(he can still cast another spell normally)
-for example, i control 2 fire nodes and their mana in my capitol.
then i can use one of them on my fire 2 body 1 mage to allow him to cast fireball, and then another spell, say, haste.
-this would give the benefit of allowing spell casters more power with access to mana and a use other than wonders for multiple mana nodes
-it would not allow a magic unit to cast the exact same spell twice however
though arcmages would be able to cast both fireball and meteor shower
---Also, another "religous" based way to gain xp for magic users, perhaps only religious ones
-demonic bargain(double or nothing!)- 50 50 chance of losing the caster or doubling the casters xp
-festival- pay 200 gold to give 1 magic unit 20 xp(no more than once per turn), causes a celebration in a random city
-gold conversion-unit destroys the nearest gold mine(in your territory).
you lose all your gold and the unit gains the square root of the amount of gold you controlled, and gains the greedy promotion
(may switch to civs with more gold than you)
-worthy sacrifice-sacrifice a (living?)heroic unit(world unit/or hero promo/or 100+ xp), 4 times his base combat in xp is tranferred to target unit, as well as 1/4 the xp of the unit. you gain 3/4 of the sacrifices xp in gold
*my original though was that these would all be late game ways to level magic users, which it can feel so stuffy developing from basic adepts to fight a tier 4 war.
-for every single type of mana rescource you control.
1 unit of that mana spawns for each of that mana you control.
-that mana can be used on a spellcaster anywhere so that he can cast 1 free spell of that type per turn(he can still cast another spell normally)
-for example, i control 2 fire nodes and their mana in my capitol.
then i can use one of them on my fire 2 body 1 mage to allow him to cast fireball, and then another spell, say, haste.
-this would give the benefit of allowing spell casters more power with access to mana and a use other than wonders for multiple mana nodes
-it would not allow a magic unit to cast the exact same spell twice however
though arcmages would be able to cast both fireball and meteor shower
---Also, another "religous" based way to gain xp for magic users, perhaps only religious ones
-demonic bargain(double or nothing!)- 50 50 chance of losing the caster or doubling the casters xp
-festival- pay 200 gold to give 1 magic unit 20 xp(no more than once per turn), causes a celebration in a random city
-gold conversion-unit destroys the nearest gold mine(in your territory).
you lose all your gold and the unit gains the square root of the amount of gold you controlled, and gains the greedy promotion
(may switch to civs with more gold than you)
-worthy sacrifice-sacrifice a (living?)heroic unit(world unit/or hero promo/or 100+ xp), 4 times his base combat in xp is tranferred to target unit, as well as 1/4 the xp of the unit. you gain 3/4 of the sacrifices xp in gold
*my original though was that these would all be late game ways to level magic users, which it can feel so stuffy developing from basic adepts to fight a tier 4 war.