I think Death and Body also give passive bonuses (they affect unit heal rates I think).
Any expansion on the node mechanics would be great - I think they are one of the most interesting features in the mod - I like how you can mix and match nodes to get different benefits.
I was thinking nodes would go really well with the corp mechanic to have schools of magic - as the main mod already has corps, this would probably be best as a modmod.
@Beefonthebone, if you're making a modmod you might be interested - here's a sketch of the idea:
the 1st civ to research a magic tech founds a school of magic (Necromancy = Dark Mages Guild, Divination = High Mages Guild, Transmutation = Alchemists Guild, Elementalism = Elementalists Guild) - other civs can build a branch of the school by building a magic tower (e.g. Tower of the Elements creates a branch of the Elementalists Guild) - spellcasters can found more branches (like execs)
each guild consumes different resources and gives different benefits:
High Mages Guild - represents the altruistic wizards who use their magic to help others
Consumes Reagents, Mind, Law, Life, Spirit, Sun, Metamagic - gives culture boost (the wizards help people and this makes the city a nicer place to live in and draws in people from the surrounding area) - Guild is disabled in Evil civs
Special bonus: mage guilds give -25% war weariness for cities with this guild
Dark Mages Guild - represents wicked mages who use their powers for selfish reasons - consumes Reagents, Mind, Entropy, Death, Shadow, Chaos, Metmagic - gives science boost (the wizards use dark rituals to gain forbidden knowledge from demons etc) - Guild is disabled in Good Civs
Special Bonus - mage guilds give -33% cost on pop rushing for cities with this guild
Alchemists Guild - represents the potion and beaker type of mage - consumes Reagents, Nature, Enchantment, Body, Earth, Entropy, Metamagic - gives commerce boost (the wizards make lots of things that can be traded)
Special bonus - mage guilds give +1 happy for copper, iron, mithril, gold for cities with this guild
Elementalists Guild - represents the masters of the elements - consumes Reagents, Fire, Water, Air, Earth, Nature, Metamagic - gives production bonus (the wizards use elemental forces to help build things)
Special bonus: Mage guilds give -33% gold rush costs for cities with this guild
This is just an outline - I'm sure it can be improved - but I think you get the idea