Wodan
Deity
Two reasons you might want a Mage Guild in all your cities. To spam adepts, or to use them as your city guards and allow efficient training while they're sitting there twiddling their thumbs. But Amurites have the Cave, so they're optimized to have one or two unit production cities both cranking out apprentices and holding them while they train and get the useful spells.Any civilization where you are likely to want a mage guild in most or all of your cities. Ammurites for sure.
The game simply displays the best unit available, so if you haven't built all the t4 units, it won't show the t3. Standard behavior, not likely to change.
The problem is that "best" isn't always clearly demarked and is subjective. For example... here's one: a War Chariot is not clearly better than a Ratha.
Thx. See above tho.Any arcane-heavy civ. Amurites or D'tesh, for example.


cost to the fort commander promotion is prohibitive. I find myself disbanding every single one of them I get. It's far better to station a Warrior or Archer there, since I need those mobile units anyway in case a barb mini SOD pops in, or I get DOWed.