MagisterCultuum
Great Sage
What I would do with Empyrean is give the Vicars Life / Spirit / Sun with divine.
Change Sun III divine from Crown of Brilliance to Phoenix Pyre. Kills the caster, gives the highest exp non-hero unit in stack the one shot Immortal promotion.
So Empyrean would only have a weak damage spell, but would be a huge boost to the troops with Healing, Blessing, Spirit Guide and Phoenix Pyre.
I'm afraid that thematically the Fire sphere is necessary for priests of The Empyren, since a large proportion of Bhalls Angels now serve Lugus. I'm not really sure why Life is needed, but it certainly makes more sense than Law or Earth. I agree that Spirit mana is a must for the Empyrean. I've always considered Lugus and Sirona (the Angels of Truth and Wisdom, in addition to Sun and Spirit, repectively) to be closely related. Plus, the design doc for the Empyrean specifically stated that they value Wisdom.
I'm really don't think that Confessors should have the spirit sphere. The Order isn't a spirit or wisdom valuing religion, it only cares about obiediance. I think the only reason they had spirit magic is explained in the Bannor civilopedia entry where is says the Order tolerates priests of Lugus and Sirona so long as they'll assist in their Crusades ("Lugus and Sirona have some followers and official sanction, but in return are expected to provide priests in the Bannor's martial conflicts"). I'm thinking that Order civs should be able to build Vicars to assist their milatary efforts (in cities with Temples of the Empyrean, of course), and to make up for their priests having fewer spells than most religions'.
Perhaps Vicars should just not have a state religion requirement. I would say they should have an alignment requirement instead, but both Good and Neutral civs can have the Empyrean state religion. (I assume this is just a balance issue, since personally I think of the Emprean as more Good than the Order. I would like it to make Evil civs Neutral and Neutral civs Good, but the way religions effect alignment now is too simple to allow that. I guess I could add some python code instead of jut using the xml) Is it possible to just forbid evil civs from having them (without python, since that wouldn't show up in the unit requirements and would confuse new players)?
Of course, it doesn't seem right for a Priest of Lugus to become an Inquititor in an Order civ, plus I think the Inquisition spell won't work unless the inqisitor has the same religion as the state religioin. Perhaps Inquisitors should become religion specific too? That way the spell could be simplified to remove only specific religions (since we know the Order tolerates the Empyrean, and I'm guessing it might take the scrying powers of a priest of lugus to locate the hiding places of the Council of Esus followers). It probably wouldn't even need python then. On the other hand, not letting Vicars upgrade to Inquisitors might be a simpler solution, since the Empyrean is a tolerant religion.
Oh, and I agree with everyone else that the effects of the Temples of the Empyrean are all wrong and need to be changed. I like the idea of a GPP rate boost, as well as the idea of hurting military production but boosting non-military production.
Although I very much doubt it will be implemented, I think that more BtS-like epsionage should be added. If so, the temples should also add epionage points (for passive effects only, like line of sight in enemy cities and exposing spies/invisibel units/HN units. It would be explained by scrying, not spying.) and increasing the chance of detecting enemy spies. (I think that units with Council of Esus religion should gain the ability to do all the BtS spy missions, which should probably be switched to cost gold rather than "Divination Points"
