Mobius are very well balanced though, I think you should allow yourself them as they normally are. They are controlled in numbers by how many cities with gates you have. Only way to reliably (but not foolproof) survive early game as Sheaim is to get these out. It does a good job of making ways of the wicked more pressing than education as slavery = best chance at getting the mage guild AND gate constructed with enough turns to allow the witches to spawn.
That early game stress is so much fun on the Sheaim. Defending 3-4 cities from multiple AI Axemen stack with a handful of warriors + a witch is one of the more fun tactical situations you get int he mod.
Well, I don't know. I sometimes find Mobius Witches overpowered, not so much for their offensive or defensive capabilities as for spells like Fertility that let the cities develop faster and make a big difference in the long run.
There are several ways I could address this.
I could split the difference and make them require Necromancy or something, although at that point you might as well start pumping out Pyre Zombies.
I could go back to how they worked in Base FfH2, where they start at level 4 and have a few random promotions rather than starting at level 1 and getting enough free xp based on the AC to purchase multiple promotions at once.
Another idea that is starting to grow on me would be to make them equivalent not to Mages but rather
Adepts with Unholy Taint. That would allow them to cast any first tier spell but only second tier spells in the evil mana spheres, the same ones that Ritualists can access. They could still cast Fireball or summon Chaos Marauder, but not Hope or Creation. The promotion would also let them summon imps, make all their summons demonic, and slowly start spreading hell terrain. Rather than Eaters of Dreams or Profanes, they could be allowed up upgrade to Mages and Ritualists.
The fact that I have to readjust my settings every time I switch between Magistermod and other mods or even unmodded BtS remains annoying.
I believe you are complaining about something caused by the Nuclear Dissuaion option that came with MNAIv2.7Beta3. It was removed with MNAIv2.7Beta4, which will be included in my next update, so the problem should be solved already.
I think I might have discovered two bugs:
First, somehow I can offer an AI to make peace with and declare war on the same civ it is currently at war with.
Diplomacy like that is entirely handled in code that I have not touched, but only borrowed from Tholal. You may want to take it up with him, if it is not already fixed in the next version.
If you don't have multiple players of the same name in the game, I'd guess that maybe Jonas is not at war with Beeri yet but is preparing for war. Maybe it lets you bribe him to cancel those plans? I don't really know.
Secondly, the yield modifiers from Temple of the Hand seem to be applied pretty inconsistently. In the same turn two cities with the same buildings with the same resources have different modifiers for food, production and I assume commerce. Maybe the numbers got messed up when when I lost connection to some of my cities because I declared war on the Luchuirp which were in the middle of my expanding empire. I assume that yield modifiers for resources now get added several times if you have several instances of the same resource?
The food carryover from Temple of the Hand is ridiculous, pretty much all my cities grow another population point every single turn because so much food is carried over from growth. While storing more food is thematically appropriate for the Illians, I suggest removing the food modifier from Ice Mana for the Temple of the Hand. What might also work would be changing the Illians' unique trait of giving 2 Food to every ice tile to 1 Food 1 Hammer instead, or maybe even just 1 Food. While it's true that if anyone could gain something from working snow it's the Illians, it doesn't make sense that snow yields just as much food as grassland for them. Imo the lack of food should be a trade off which is balanced by the extra storage from the Temple and the defensive bonus.
I'm not really sure what is going on either.
Maybe some bonus's are due to the Mulcarn Constellation event, which boosts the temples. I'm not sure if it applies only to those already built or also those built later.
I just reduced the food stored from 75% to 60% and the yield modifier from +20% to 10%.
I'll see about the Snow yields, although I imagine it would take multiple games to make sure it is balanced ok and could postpone the next update's release date.
I think that bonus modifiers for multiple sources of a resource are applied only if the resource is marked as bMana, but I don't really recall.