I'm positive I have all the requirements. I've even started a couple of new games with the Illians, Calabim, and Sylvaltar (who I think have there spells available right at the beginning) and they're not available.
Amurites are not in any of my games.
Um. I'm not certain if I'm remembering correctly, but for balance reasons I believe both the Illian and Calabim world spells were intentionally pushed back further via tech requirements, specifically because they allowed someone to take a devastating early lead. In the case of Illians, popping it immediately gives you a 30-turn head start, whereas Calabim use it on hitting pop 3 to reduce everyone else to population 1 again. Not sure about Svartalfar.
What version of the mod are you running? The latest SVN, or the latest release version? I've had no problems at all with world spells in my last several games, using the release version 13.10.
Radiants upgrade into Champions too. I really don't think Empyrean needs any more lategame power, personally. Chalid Astrakein is incredibly powerful, as are their High Priests. Lategame Empyrean armies basically walk up to a stack and erase it. Blind, dispelled, 20% health stacks are easy prey for anything at all. The difficulty lies in reaching said lategame, not in what to do when you get there.
One semi-hidden benefit to Empyrean is that Dies Diei (Shrine) gives Sun mana, for Scorch, which is one of the two essential terraforming spells (Spring being the other). Turning all riverside tiles into floodplains, wetlands and jungle to grassland and forest, and cold terrain into normal, can give your economy quite a boost.
And finally, what I suspect is a bug, but haven't really looked into numbers-wise:
Multiple production with the Bannor, and how it interacts with overflow production from a previous build. I noticed in my latest game that my capital was capable of producing ridiculous numbers of units per turn. Now, said city is a 40-population, City of a Thousand Slums, Heroic Epic, Pillar of Chains capital, so its production is through the roof, but even then, being able to train dozens of Champions in one turn is excessive. Also, I noticed that the proportional numbers are off. That is, if I swapped to a unit with half the cost, I'd get more than double the numbers. Attempting to alt-build Disciples actually outright crashed my game.
I think what might be happening is that the overflow production is being applied to each unit built that turn instead of just the first. For example, say I have 100
of overflow, 200
of production, and am building a 150
unit. Instead of getting 2 of said unit, I would get 4 due to each one having 100
applied to its cost from the overflow. Sufficiently high overflow and low unit costs would thus produce infinite units, resulting in the crash. Another possibility is that it's the Pillar of Chains
that are being multiplied and applied to each unit built. I'll do more detailed tests to quantify the effect when I get a chance, which may help pin down where the extra production is coming from.
Something else that should probably be added to the description of the Crusade civic on the Civics screen itself is that it disables production of (some?) non-military buildings. Not sure about which specific buildings are allowed or blocked though.
Taking a city with dropped equipment in the form of a Treasure Chest appears to destroy said equipment permanently. That is, the Treasure Chest containing the equipment is destroyed when the city is conquered. This can be a bit frustrating when you're trying to swipe powerful items from a neighbor, like Orthus's Axe or the Horsemen's items, for example.
Great Commanders born in cities of a different culture are created as the UU replacement for that civilization rather than that of the primary civilization. Playing as Decius/Bannor, this led to rather frustrating moments where my GCs would be born in a conquered city without a GC UU rather than a Bannor city as Captains, as Captains are significantly stronger than their vanilla counterparts. Was there a reason to make Great Commanders spawn in random cities rather than always spawning in the Capital?
Regarding Flesh Golems (Bug 233): Flesh Golems' base strength increases by 1 if the sacrificed unit has a higher strength than it anyway, making its base strength more or less irrelevant.
Bug 273: Gold Bag for 10+ commerce on a tile: Haven't gotten around to checking, but is it the same bag as for 5? If I recall correctly, the icons for 5
and 10
are similar but not identical. That is, 5
is an anvil, 10
is an anvil with a hammer over it. I could just be remembering things wrong and can't check ingame at the moment though.