Cut down the number of magic spheres. Some of the schools are more popular than others, and trying to keep them balanced is very hard.
Some of the spells that belong to some of the spell schools should be added to others (that are kept in) which become available when you multiple mana nodes of that sphere. There doesn't seem to be a lot of incentive to build many of the same node.
Change the religions that were added to guilds (the ones from honor and deception techs). Allow their heroes to be built in cities with that guild (and a fast way for it to spread). The civs are fractured enough with respect to religions. Also remove the Membership civic; just have good civs be members of the over counsel and evil ones be members of the under counsel (neutral civs get penalized for being neutral). I have to try really hard to get other civs to adopt a membership.
Resistances to various elements should be removed (at least as trainable promotions). The magic resistance hits enough of the magic damage, we don't need overspecialization here.
Some of the spells that belong to some of the spell schools should be added to others (that are kept in) which become available when you multiple mana nodes of that sphere. There doesn't seem to be a lot of incentive to build many of the same node.
Change the religions that were added to guilds (the ones from honor and deception techs). Allow their heroes to be built in cities with that guild (and a fast way for it to spread). The civs are fractured enough with respect to religions. Also remove the Membership civic; just have good civs be members of the over counsel and evil ones be members of the under counsel (neutral civs get penalized for being neutral). I have to try really hard to get other civs to adopt a membership.
Resistances to various elements should be removed (at least as trainable promotions). The magic resistance hits enough of the magic damage, we don't need overspecialization here.