3 air unit capacity (im not sure what this does)
Air unit capacity is the number of air units that can fit into a city. BTS introduced a cap on the number of air units in a city at 4 - and you can get 8 with an airport.
But there are very few air units in this mod, so this would do almost nothing.
But... I don't see any real need for these wonders.
The Colleges of magic are an innate part of how Winds magic works; you have to study books for many years in order to be able to learn how this magic works.
Elemental magic struck me as being more natural - like wizards vs sorcerors in Dungeons & Dragons. They don't congregate in big institutes of learning; instead, they just do their thing on their own.
The colleges are also less special if basically every faction gets its own college variant.
Theses wonders also seem too strong, particularly given that there will be almost no competition for them. Free specialists are a very, very powerful bonus, particularly given how few specialist slots there are in this mod (only 1 building that lets you get an engineer for eg).
There are 4 factions that can build the colleges - but only 2 that can build each of these wonders.
Elves get their towers - but suffer from the fact that they can only build several key units in the city that has the tower. And magic is a key advantage of the elven gactions.
If you really wanted to keep them, I would suggest toning them down significantly. They should be much less grand than the colleges.
Water Order:
-Requires: Master of Water tech.
- +3 health
- provides +1 Sage GPP
- provides +2 Influence
- provides +25% science output
- allows 2 units to be converted to sage.
- Provides +1 EXP to all adepts build in the city.
Air Order:
-Requires: Master of air tech.
- can airlift 1 unit per turn.
- minus 15% damage from air units
- provides +1 Sage GPP
- provides +2 Influence
- provides +25% science output
- allows 2 units to be converted to sage.
- Provides +1 EXP to all adepts build in the city.
Earth Order:
-Requires: Master of earth tech
- +20% city defense (stacks with all other bonuses)
- +2 hammers per turn.
- provides +1 engineer GPP
- provides +2 Influence
- provides +25% science output
- allows 2 citizens to be converted to engineer.
- Provides +1 EXP to all adepts build in the city.
Fire Order:
-Requires: Master of fire tech.
- -50 crime.
- enemies suffer +20% war weariness
- +10% military unit production
- provides +1 Sage GPP
- provides +2 Influence
- provides +25% science output
- allows 2 citizens to be converted to sages.
- Provides +1 EXP to all adepts build in the city.
All costing 200 hammers.