So, my Magister game has definitively stalled around turn 300, is this normal? I can play a few turns ( though the waiting time for the AI turns is really long) but then it stalls completely and just gets stuck on an AI turn. I'm considering flooding a few continents in worldbuilder to gwt rid of a few AIs, but would that help?
the waiting for other civs... endless turn bug is usually caused by barb/animal units moving to where they shouldn't so try deleting them and see what happends
What are these (+1) and (-1) next to the 0 and 1 mana numbers?
those are the bonus % chance each civs gets to their arcane units chance to spawn with an afinitty for that specific mana type, it varies depending on your alingment and which civ are you playing, generally the more mana you control the more chances for your arcane units to spawn with an afinity to that mana type
affinitys are basically upgraded promotions from your standard spell spheres promos arcane units can get, they give you upgraded version of all lvl 1/2/3 spells at once but you still need the respective channeling level to cast them, meaning an adept which spawns with metamagic affinity still needs channeling 2 to cast dispel magic, they also give you access to a lvl 4 ability if you have channeling 4 which is earned via promoting a lvl 12 unit that has channeling 3
you can see what each affinity does in the spell spheres category on the civiclopedia, usually you won't get more than 2 affinitys on an archmage, but it is possible to get them all but at that point you basically already won unless the enemy spawns broken runewyrms at your arcane units
That's a lot of new religions. But only the classic ones appear to have holy cities to do Great Prophet stuff with.
most of the new religions have very specific ways to be founded, some are relatively easy but requiere luck (like the foxmen) others have very specific requierements like the matronae which by the time you can found it you most likely already won the game and if you didn't for whatever reason you get an Auric ascended tier OP unit which will win you the game by itself anyways, tho the vast mayority of the new religions are founded just by building the respective world wonder associated to them, from my experience the old religions are still the best, also most of the old abilitys archmages could get like taunt etc have been given to the high priests of some of the new religions
Stonewardens can cast Diligence now?
all priests of each religion can spawn with the respective affinity to their religion's mana if you have enough of them, for stonewarden it would be earth mana, vicars sun mana, confessors law mana etc, that will allow them to cast some of the spells associated with that affinity
I got a message about Falamar completing Heron Throne again on turn 445. Does it move?
any unit can pick it up after its built, if you put it back in the city you get the completing message again, but most importantly if you have the right tech and are evil you can use it to summon stephanos, the reasons why is lore related but gameplay wise its kinda of a shortcut to get the crown of command if you need it, other wonders also have the same ability to summon the remaining 3 riders but i forgot which one those are, this destroys the wonder but its independent from the AC counter and you get to control the unit yourself
Workers still hella costly and slow
you can change how long it takes for any unit to build an improvement in the xml files and that's universal for all civ 4 mods
AI turns get longer faster.
i noticed that the Combat Log is turned on by default for this mod, that might cause slowdowns so you might want to disable it for you playthroughts, you can do so by editing Pythoncallbackdefines.xml in the main xml folder. Simply set the last entry USE_COMBAT_RESULT_CALLBACK from 1 to 0.
Miscast system is both annoying and confusing, some spells seem to have no penalty for miscast and I simply try again until it works.
i imagine the general idea is to make magic less reliable, but it does end up becoming kinda annoying
in general, all the upgraded versions of the spells you get via an affinity to a mana type will Never miscast, which makes getting and preserving arcane units with the affinity you want even more important, divine spells will start failling if you are not following the religion of the priests which is casting it
WTF, WTF, WTF? I was invading the Calabim and had them down to their last city when suddenly "Mahon the Butcher has signed a Permanent Alliance with Falamar. Falamar has declared WAR on you!" despite Falamar having +11 Friendly opinion of me on the turn before.
that's how it works in vanilla too, i prefer to play without vassals states for this very reason
I recall Fertility used to be +7 food and was a reason to rush Creation mana. Now it's in Life and is +7 food, +50% food, staggeringly powerful
you only get the 50% version if your mage as life affinity which isn't a guaranteed to get in any way, the lesser one is less powerful, however you can stack both the lesser and upgraded version of all these kind of spells, which can lead to some really big bonuses if they are all present
but Mages seem to have been nerfed and made rarer.
from my experience they are not any harder to get than before or compared to any other mod for that matter, also sapheres (laeran cord religion disciple unit) are better versions of adepts and also upgrade to mages/archmages