2011-09-16: Some answers to feedback
Ahriman said:
Social policy trees could support different avenues of development; magic, religion, trade, agriculture, industry, government, etc.
Alternatively, culture could be reworked to function as some kind of MoM-type mana resource, or magical research to pursue different trees of magic type; you could have light, dark, nature, fire, etc. type social policy trees, which could boost particular types of buildings, units, improvements, and so forth. Some policies could also be world spells, that you can trigger only once; Crusade (like total war), Fertility (temporary huge food boost in every city), etc.
My current ideas are something between your two, the policies will represent different branches of economical, cultural and magical development. Some of them can be treated as "world spells", but with continuous effects rather than one-time: for example Water Breathing will make all units amphibious, and the Nature Finisher will cause Forests to slowly turn into Sentient Forests, which gives +1 science from each tile.
I don't like the idea of changing culture into magical power, because I don't think magical power is something that should cause territorial growth.
Wizard type units could just be a low strength unit with a powerful ranged attack, since you probably don't have the ability to add FFH-type spells.
That's how I'm going to do it. They will also have Indirect Fire, while the normal ranged units won't have it. Priests will have weaker ranged attack than wizards, but they will also have the ability to heal nearby units (units won't normally heal outside of friendly territory).
I don't want to introduce FFH-like spells for now, because I don't know how to do it in LUA in a way that makes the AI use them, and I guess it would be quite complicated. So for now they will be just ranged units, spells are something I can think about later (especially when the DLL source is out).
There is lots of scope for interesting, flavorful Natural Wonders. The idea of limited cities might make settling near natural wonders even more important. This could work particularly well if culture was reworked into magical power or research; natural wonders could be like mana nodes.
I too had the idea to use some natural wonders as mana nodes (Volcano - fire, Fountain - water, Fuji - air, Crater - earth). They won't be necessarily unique, there can be several of each type on a map. Instead of using culture, I'm going to make Mana a new strategic resource, required to build some magical units and buildings. The nodes will have invisible Mana resources and (indestructible) improvements on them, so you won't have to build anything on them.
Some natural wonders can be used for other purposes - Reef will be a normal feature that can be found in water, like Atolls. Potosi will become a mountain that gives Mithril (another strategic resource). El Dorado will be Ancient Pyramid, giving science and culture. Gibraltar won't be used at all, because of the graphical glitches it creates
I wonder if an Undead civ could get a lot of benefits from Aztec-type mechanics. If culture is magical power, then killing units giving more culture to power spells might work very nicely.
I thought about giving them Necromancy - the ability to raise killed enemies as Undead (I think it should be doable in LUA).
The 60 promotion limit is a bit of a headache.
I wasn't aware of the limit, now I checked the "known issues" page in the wiki. The one with unit graphics is strange (although not a big problem for a total conversion mod). DLC can add unit models so why mods have to include copies of the entire file? Are there any other limitations that I should know about?
PS I edited my previous posts to add numbers to the civs I described to make it easier to keep track of them.