I am thinking now that I will create separate Divine (or at least Divine 2) spells for priests with Affinity, instead of letting them use Archmage affinity spells.
I just implemented for for each religion's high priests, although I have not tested them yet and will probably make some changes.
Law Affinity + The Order + Divine 2 allows Summon Ophanim. (Valkeries, Ophanim, and Einherjar are the only angels or creatures associated with Junil in the Bestiary of Erebus. I tried Summon Valkyrie first, but naturally immortal units are reborn once their duration expires.)
Sun Affinity + The Empyrean + Divine 2 allows Summon Seraph. (The Seraphim were made by Bhall but they are under Lugus in the Bestiary of Erebus as most of them which did not fall with or after Bhall were accepted into his service. I considered adding Solars, the only other Lugus entry, instead, but they are basically just an Angelic duplicate of the Aurealis elemental.)
Earth Affinity + The Runes of Kilmorph + Divine 2 allows Earthquake. Earth 3 and Earth Affinity + Channeling3 no longer grant this as a secondary spell on top of Summon Earth Elemental(s). I increased the spell's range from 1 to 2, and allowed it to deal Physical damage (no non-flying units) as well as unfortifying them and destroying improvements and buildings.
Nature Affinity + The Fellowship of Leaves + Divine 2 currently allows Summon Treants (Greater), where the Treants start with Druidic instead of Nature 1
Water Affinity + The Octopus Overlords + Divine 2 currently allows Summon Stygian Guards.
Edit: I am thinking of possibly changing it into Drown Armies, a spell that acts like Tsunami but with a change of transforming some of your rival's units in Drowns under your control.
Shadow Affinity + The Council of Esus + Divine 2 currently allows Summon Changeling, which produces a limited duration Agent of Esus with the Changeling promotion so that it may Shapeshift like Gibbon Goetia.
Entropy Affinity + The Ashen Veil + Divine 2 allows Summon Balor. (This would no longer be availible with Unholy Taint + Channeling 3.) Limited duration Balors summoned by Living casters would have their Bound By Compact promotion removed, so they can fight outside of hell terrain.
Ice Affinity + The White Hand + Divine 2 allows Summon Aquilan.
As for the second part, that's a hard no. A mage will be quickly incentivized to stack Sphere 2 promotions to empower themselves over being a more versatile unit, and with enough experience, this can really snowball to a mage that's essentially assassin-resistant and requiring a beeline to Magic Resistant units and Force-related shenanigans. Bonuses like Mind 2 bestowing psychic resistance, Fire 2 bestowing Fire Resistance, etc would be less balance-breaking but would grant a similar result.
I tried letting mages get +1 strength from 2nd tier spell spheres, and found you are right that that is way too powerful.
For the first one, you already have Sphere affinity and Sphere 3 give +1 affinity to the sphere's mana, and stacking them together can lead to a runaway effect of sorts.
I tried this too and and first thought it might be ok, but eventually decided that it too was too much so I undid it.
I'm reminded of the super affinity suggestion I made though, so maybe it could go like this: affinity gives instant access to all standard tier spells for a sphere, and purchasing the Sphere 1 + 2 + 3 promotions empowers the spells the mage has access to. Currently, once you have an affinity promotion, that's it, you don't have to work harder to empower your mage even further like in normal circumstances where you have to purchase promotions to bestow spells to them, and this would help smooth out the work -> reward scale with mage training.
I don't think that will work.
It would require creating a duplicate version of the standard spells made available by affinity, plus a third version for the spell tiers plus affinity, and blocking the first two versions when the 3rd version is available. Untill lfgr adds the ability for a promotion to block access to specific spells in xml, it would require adding python preres for all the spells. Having too many spells in the game can slow things down, especially if they use python, a the game has to check all of them for every unit every turn and whenever they move.
Miscasting sounds like a great idea to have, though I can see it becoming annoying if implemented heavy-handedly. Miscasting chances being lowered for higher leveled units would also be a nice feature to have, something to denote experience leaving less room for mishaps.
I'll be tweaking things, especially once lfgr allows promotions to change the miscasting chances.
I currently have it so that Archmages and most heroes should never miscast, Druids and High Priests miscast 1% of the time, Wizards 3% of the time, Mages may miscast 5% of the time, adepts 10% of the time, and most non-arcane units (like those who might learn magic from Govannon) 15% of the time.
The affinity versions of spells are right now 25% less likely to miscast. (Now that I think of it though, it may make more sense to switch things around to make the non-affinity versions have a higher chance of miscasting and archmage units etc have a negative miscast chance modifier.)
Speaking of which, in addition to a spell miscast chance, a spell failure chance would also be nice, where adjacent units with magic resistance, magic immunity, force magic proficiency, and force affinity could make spellcasters have their spells peter out and simply not work, but only if the adjacent units fulfilled those requirements (without those, spellcasters would never have spells peter out, for instance).
I'm not quite sure I understand what you mean by that.
Currently, because gc.getSpellInfo(eSpell).getPyMiscast() does not seem to be exposed, miscasting just means the spell fails.
Units that resist a spell should be immune to their effects.
It could be interesting if units with high resistance could increase the miscast chance, but that would be a difficult mechanic to implement. The simplest way is probably to use python to passive add or remove an invisible promotion which changes miscast chances, but only after the dll is changed to allow promotions to change miscast chances.
I'll dive into some lore questions here for a moment, if you don't mind. When it comes to magic resistance/immunity, how much does Force as a precept have a play to this? Does Force magic immunity trump and stamp out Metamagic magic manipulation proficiency, given both aspects were at the same "power"? And those with natural affinity to the Force sphere, does their magic immunity extend to a bubble that also covers their surroundings with its radius depending on connection/strength, or they're simply a magically "immovable object", so to speak?
And finally, what would a corrupt Force user, or worse, a fallen Dagda, mean to the sphere and its nature? From what I understand, Force as a sphere is a weird case compared to the other spheres, as while you normally have 2 spheres complementing and/or clashing with each other (fire and water, or earth and air, to use the most obvious examples), Force seems to be dual sided on its own. On one hand, it represents balance, compromise, consensus, agreements, and moderation (the libertarian side, from what you told us), while on the other, it also represents the immutable, authority, and judgement (the authoritarian side, from what Kael told us). If we go by the theory that gods lose a part of their sphere by creating their archangels, Dagda creating Cassiel shed a part of the libertarian side from him, pushing him to a more authoritarian bent where he didn't even hesitate to smack down his own archangel in delivering the harshest of judgements. Even Bhall wasn't cold-blooded enough to murder her own archangel (and I consider stripping one's sentience to be murder, btw; odio was pulled by kilmorph into the earth, but he's merely imprisoned, not destroyed and recreated into a beast).
My personal theory on a corrupt Force sphere is it inverts the libertarian part of agreement and consensus into sheer utter rejection and bloody-mindedness (the polar opposite of moderation and moderate stances, hint hint), while the authoritarian part is used to violently enforce that rejection to everyone, naysayers be damned. As for a fallen Dagda? It'd probably be something best left to imagination and fevered nightmares. But that's my theory, and I sadly don't know as much as Magister, so I'd rather have him explain things more accurately.
(EDIT: I should add, it also depends on the manner a fall happens; a fallen Force user could easily just isolate themselves from the world, wanting absolutely nothing to do with it in any way, shape, or form, kinda like the ultimate rage quit of sorts.)
Though a nice title for Force affinity humans could be "Ciphers". One title for those Kael gave us is Judges, but considering their magic-nullifying nature, Ciphers would also be a cool title (taking from its archaic meaning of zero, as it reduces all magical forces to nothing).
Back on topic though, +1 for the miscast mechanic, as long as it's implemented with the delicateness random mechanics need.
Kael has changed his mind on some things several times. At one point published a chart which had metamagic as the central, unopposed sphere with Force being opposed to Dimensional. However, he seemed to agree with me when I argued that it would make more sense for enchantment to oppose dimensional, mind to oppose metamagic, and force stand on its own. The Magic of Fall from Heaven post he made seems to fit better with that older idea. I'm not a big fan of ho it seems to focus on how the spheres could manifest in a DnD style campaign rather than the deeper psychological meaning of the spheres.
I prefer to think of Metamagic as focused not on magic but on knowledge. If the Amurites' patron sphere was all about magic, you'd expect them to suffer in the Age of Invention. On the contrary, Kael has said that they prosper in a mundane technological world, as there sphere aligns well with the values of the Renaissance. The sphere has to do with preserving memory and revealing the hidden mysteries that can be learned by analyzing what facts are already known. It allows one to understand how other spheres of magic work well enough to exploit them, but also lets one understand and exploit basic laws of physics that would work in a world without magic. Building flying machines steam engines, ect, fits this sphere as well as any magical enchantments.
It is not so much that metamagic makes one immune to or great at manipulating magic, as it helps one understand how to avoid or change its effects.
I prefer to think of Force as about enforcing agreements, but since the laws of physics in Erebus were decided by consensus they are a sort of contract there. Magic is often about ways to get around the laws of physics, so Force is often focused on punishing those who break the latter of such laws or bend it beyond the spirit of such laws. Force tries to make things fair by allowing proportional countermeasures for those who bend of break contracts or natural laws. Kael says the sphere works through decrees, such as a decree of sanctity that can prevent a target from entering a specific area, and that powerful practitioners decrees can impact the entire world. He said a Wall of Force is a decree that applies to everyone preventing them from passing some area. It can definitely defend whole cities. I tend to think that the strength of force magic should depend on how broad a consensus there is behind the rule or norm it is enforcing. Symbols of boundaries that have been long respected could help friend and foe believe that there is a ward that should be respected and make it easier for Force to enforce it.
What a fallen Force sphere would be like is pure speculation, but I tend to think it would have to do with manufacturing tacit consent to create an implicit social contract of norms that are not good for anyone. It would make people defend a horrid status quo and fight against their own interests out of a false belief that it is what other people want or need.
There is some problem with the White Hand cottages. Before converting to the religion, cottages have their original appearance, but after converting to the White Hand, they disappear, only showing their yields. Save attached to prove. Just press enter and wait the your turn come. After this, accept The White Hand as your religion and look to the hamlet northwest of Garduk.
I have not tried the saved game because I think I already made changes that break saves, but I did look in C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Buildings\CIV4PlotLSystem.xml and noticed several places where other religious eras were used and ERA_HAND was not. I just added ERA_HAND there and expect it will fix the problem, although I'll still need to playtest to be sure.