Re Magic & Capture capture currently, in some mods, catapults are capturable, and some ships. it's not a real issue ; further, workers, slaves & settlers are capturable. the difference between a military unit and ships is that ships are HUGE assets.. and that the capability comes more from the "assets" than from the "people". wheras for units, the capability comes first from the people and their training. and in real life sailors/pirates/privateers...etc all tried to capture ships if they could, either to re-sell coming back at home, or to use for themselves. re-magic. every civ has mana, so every civ could get mana-promotion on their ships, so I don't see the issue. my proposal was dual: - propose variations to the arcane barges: mage ships (like adept & mage, they can learn spells and specialise): it's complexe but fun. (and you say that smaller countries would not have the same versatility.. but it's the same for the adepts/mage units) - allow normal vessels to get arcane "improvement"... in the same way that units can get bless/dance of blades/poison/enchanted blade/haste/regeneration/ or magic immune (some by receiving a buff or by buying themselves), I will find it interesting that ships can be thusly "blessed" by at least 1 magical attribute, if you have the right promotion (combat 2 ? 3? other), and the right tech (sorcery.?) and the right manas. --> bring magic to the ships !