Psyringe you provide some excellent feedback. I'd recommend you head over to the forums at www.masterofmana.com ( although the site seems to be down atm ) where the discussion is taking place. since the mod is under active development and big changes are happening with each patch, of course there's going to be balance issues mainly you mention that large empires get too good benefits right now and it's true. the upcoming patch will counterbalance this by greatly discouraging city spam. max distance between cities is 3 instead of 2, city maintenance costs will go up and many more buildings will be available, meaning that spamming cities will no longer be better than building up good cities. so vertical growth will be a much better option, both for economy, global yields and mana/faith. let's see if I can help with some of your points: 5) seems like an enemy adept casted "dark curse" ( IIRC ) on you, which does damage and has a chance to enrage units ( enraged units are under AI control and very aggressive so they will wander off looking for targets ) . also note that units ending their turn on a tile with a "haunted lands" feature can fall victims to similar effects. 7) animal capture spell will cost half what id does now in the next patch IIRC 8) fixed next patch 12) arcane units, summons and a couple priests ( IIRC ) have, or can get, auras. these give positive buffs to units in the same tile, or negative debuffs to enemy units in the surrounding tiles. there's promotions to improve the strength, range and max targets, and by mouseovering a unit you can see ( at the bottom ) if it's currently affected by an aura and what the aura provides. keep in mind that each unit can only be affected by 2 auras max at a time. ( I guess this actually means 2 positive ones + 2 negative ones if enemies with negative auras are nearby ) 14) "charmed" means the unit can't attack. the promotion has a chance per turn to expire, and non-living units re unaffected ( undead, siege etc. ) "domination" captures the targeted unit, always nice to steal units from the enemy 22) culture level of the city affects the number of free improvements alongside with population and "open terrain" ( open terrain means that the more improvable tiles the city controls, the more free improvements you can support. water plots count as unimprovable, while peaks count as improvable ) . you'll also notice that many civics give benefits based on the culture level of the city. this was done in order to make culture actually useful aside from "bigger borders" .