Seems like there are dozens of different types of Mana...... How do I decide which one to upgrade a mana node into?
This question gets to the heart of why I think the FfH is such a masterpiece, a truly magnificent achievement. I'm a pretty experienced player, and I still wrack my head. Kael and team did an amazing job of making this choice hard. Here would be my guidelines:
1. Pay attention to your starting (palace) mana. These will already set some of the parameters.
2. You have to decide if you want to build multiple mana of the same type or more different kinds of mana. Having two mana of the same kind means that each unit starts with the first level promotion for free; having 3 means that each gets the first 2 promotion (but they only get the second promotion once they have enough levels to cast the spell).
3. If you are going for a tower victory, you always build different ones. You have to look ahead and see what you will get from wonders, vassilization, and work backwards. Below, though, let's assume we aren't going for a tower victory.
4. A lot of times I'll get water as my first non-starting mana as long as I don't want the Armageddon counter based, or dragon related, fires to spread. The first level water spell, spring, is really important. It can change deserts to plains, and it puts out the fires. It can be super important after the blight (AC = 40) event to get your economy back, since the blight will turn a lot of your terrain to desert. If you play one of the elves, you want this even more since you want to make sure that the fires don't burn down your wonderful forests. It can be so important that you should try to get one node and the ability to cast magic quickly.
5. Probably the most important decision is figuring out how you are using your magic. That is, if you are conquering, are you mostly using a conventional army? Or are you using the magic users DIRECTLY to defeat enemy units? Do you use magic to enhance your empire?
6. If your magic is to help in building the empire, I highly recommend nature. The 3rd level nature spell, vitalize, is tremendously powerful, the 'Gaia's blessing' of the game (for MoM fans!) It can upgrade your terrain all the way up, from tundra to grasslands! Druids will get this spell. If you are vitalizing your production after the blight and the enemy doesn't, you will find your empire very powerful.
7. If you have characteristics that favor magic, use them. So, if your leader is arcane, it is logical to use your magic users as a key to the army. You want to look at the sorcery spells, since the arcane characteristic applies to them. By far, the best offensive mana type is fire. Fireball is a powerful second level spell, and can allow you to reduce city defense bonuses. Therefore, it is useful to a conventional army without artillery! The third level spell, meteor swarm, is quite powerful if used en masse.
8. If you are building a lot of sorcery magic users, after fire consider enchantment. Enchantment is probably the most 'one-sided' mana. First, it gives a happiness, never something to sneer about. The first level spell enchanted blade is quite good. The third level spell, enchant spellstaff, though, can make those meteor swarms even tougher. Enchantment gives NO summoned creatures, though.
9. If your leader has summoner as a characteristic, then obviously you should consider magic for summoning. Lot of good choices here. Note that elementals and some other summoned creatures have AFFINITY, meaning they gain a strength for each node of their type. Therefore, if you are building the game around summoning, if often pays to find a kind of summoned unit, summon it, and build 3 mana of that type. The actual summoners use their experience points to advance the strength of their summoned units instead of getting more spells.
10. If you build your magic as combat enhancers, body (haste) and spirit (courage) and very good low level spells. Haste will often double the speed of your army! That is, ONE magic user casting haste effectively doubles the speed of every unit, quite a spell. (note it only works on living units. Therefore, if you have artillery, it won't help. Better to use mages with fireball than the artillery in that case). Spirit mana allows courage. Without it, your units cannot attack demons, dragons, horsemen, or creatures that exude fear.
11. Needless to say, on archipelago maps and the like consider water even more. For instance, if you have water and the Octopus Overlords religion, your high level priests can summon krakons. You will quickly get control of the seas, these squiddies are REAL tough!
12. Mind mana can be very powerful. Domination can just be brutal, it doesn't just defeat an enemy, it takes them over and brings them to your side! How do you defeat a strong enemy -- use their troops against them!
13. When you have good magic users, death mana can be a powerhouse. It allows you to create liches, which means you are allowed to have more of the highest level magic users.
This is the tip of the iceberg! As I said, the magic system is just wonderful. There really is no replacement for playing around with it.
For instance, say I want to be a builder. I'm not planning to go to war for a while, I may be on a island. Then look at law mana. Each law mana reduces maintenance. And the third level sorcery spell, unyielding order, eliminates unhappiness in the city as long as the caster stays there. Build the city of 1000 slums wonder and grow the city to a behemoth without worrying about happiness!
You have started playing one of the greatest games ever made. It is complex and wonderful, and the magic system is a great part of it. Enjoy!
Best wishes,
Breunor