I think the population number has it, it fills with dark and light green, I think dark green is how much it's growth is and light green is the growth added at the end of the turn. As for what governs that I have no idea other then it is effected by food and how long the game has been going.
Yeah, I meant I don't know what governs it, beyond lack of food.
I really wish that certain buildings, maybe forts, had zero pop cost and high upkeep.
That's an interesting idea, but I'm not sure if I like it. I suspect it'd get out of hand for anything except defensive structures.
By the way, I've figured out another meaning behind your starting race- all non-starting race cities suffer a -20% penalty to food, gold, and I think mana production for being "Different Race." Or I guess it could be all non-majority cities, but usually those would be the same thing.
well...fine, since i may as well go say the idea...pretty much since all the spells have several levels of them that is meant for early, mid and late game use, why not just condense them into singular spells that you have access all the basic ones that you have research its mana cost down enough to the point its viable to use then once you've gotten the spell you like to a decent mana cost then you can try to research how to make it more powerful in which it will boost the cast time, effect power or aoe size which will increase the mana cost again and possibly take a hit else where too like the cast time might increase and you have an option to keep, discard or create a splinter spell that is associated with it, now research would also improve other spells that are connected to it which would be like learning how to use firebolt better would also improve slightly deathbolt, the religion aspect can also be used in researching spells related to the deity that you are favored by will more often provide better research, this sort of change could be put into place without throwing away the current effect artworks since you would be able to simply use the basic spell for the low damage and set specific points of damage the spell does then it would use the higher effect...in my opinion this would create the powerful wizard feel late game instead of casting incinerate on an end game old troll and does 3 damage when it regenerates 20 per turn...speaking of regeneration and resistance...spells should also get the option of also debuffing the resist type in addition to doing damage, so if you can cast multiple per turn your first one would do 3 damage, 2nd one would do like 8, so on and so forth...also a spell like decay that will negate a creature's ability to be healed either through regen or through spells and higher levels of it would cause the healing effect to hurt it instead of heal it which would make trolls not nearly so devastating because with enough resists they just ignore any city...speaking of city...those need to be able to upgrade more...like every 7 population it also gains a wizard tower's worth elemental damage ontop of every 3 population gain a fort's worth of ranged damage and the ability to shoot farther every 6 at reduced damage, so at 6 population a city would have 2 range, 12 it would have 3 range but half the damage of shooting at range 2...speaking of...units should also be researchable just like spells in my opinion, the ability to upgrade them and find ways of making them better base unit...this would allow the snowball effect of the game to be able to continue enough that it isn't a grindfest of slowly killing heavily armored units the enemy has...
again...ideas of this kind of scale would be one of those nice things to have and might even make the game interesting enough like how master of magic was interesting because of the diversity of ways you can play and win...but...wishful thinking...
This is nearly impossible to read; I'm not surprised most people would just ignore it.
Parts of it are also poorly explained and vague, which tends to be a big no-no when trying to describe what someone did wrong and how they could do/have done it better.
Like, the very first part is just a ramble of this and maybe this and this and then you could do this and that and this and then the other thing, when it could probably have been described as something like:
Rather than having different grades of spells that do the same thing, I think spell components (range, mana cost, damage, etc) should be modular, with research going to improve one or more areas. Some improvements could also set you back in other areas, so raising damage, for instance, could increase mana cost, requiring you to continually research lowered costs to keep your spells feasible.
Which not only would have made it shorter and easier to read, but gotten the concept across better than your current jumble. On a related note, it probably should have gone into its own paragraph, rather than simply comprising the first third of a giant wall of text.
As to the meat of your suggestions, more modular spell research sounds kind of interesting. I suspect it's too complex for what they were going for, though, and it does have its own pitfalls, but it's not a bad idea.
Chain-debuff casting is a pretty bad idea, however, especially when you've just advocated boosting spell damage by a ton. It means there's often no real point in casting if you're not going to kill the target in one turn, since each subsequent spell nets you more than the last. It could have some merit when combined with specific applications of the casting limits per turn, but that'd probably require a whole new set of suggestions and design goals, since I don't think it's really up to it at the moment.
Making standard spells also prevent healing rather defeats the point of having healing in the first place. I'd argue that being able to one-shot everything with spells would make the game less interesting and fun, not more, but if I did think this was an issue I'd recommend a healing/regeneration overhaul, not just making spells ignore healing. Unless there's some reason healing
isn't an issue for other units, which you haven't mentioned.
I think cities could stand to be a bit beefier, but you do have a lot of them, and the idea is certainly to defend them with units and spells, not for them to be untakeable in their own right. Improving tower damage and such is not where I would go with that, because it more or less accomplishes the opposite- it makes taking cities costlier and encourages a faster blitz, rather than forcing players who want a city to grind away at it for a while.
I could agree with more unit types, but I don't think we need a third tier to everything we've already got. Rather, I could see some fairly specialized units becoming available if you really want them- maybe sea monsters, things with roles or abilities not normally found elsewhere or in your race, possibly a really powerful but prohibitively expensive unit for when you absolutely need a siege beast, that sort of thing. That'd give you something special you could look into if you needed to, without just handing it to you outright or adding another layer of Upgrade To These When You Can.
I disagree with researching them, though, unless they're summons. For one thing, that forces you to choose between spell and unit research, which I don't consider a good choice; I think research should remain spell-oriented. For another, it'd break the usual paradigm of Want Unit = Build Structure, which would probably throw things out of whack.
Finally, I find your closing statement about how MoM was awesome because of the variety of ways you could play and win kind of strange, since you've basically advocated stronger spells, no healing, more damaging cities, and stronger units, which sounds to me like you want the game to pander to you being a turtle mage with a side of More Dakka. Admittedly I've never
tried being a turtle mage with a side of More Dakka, but your suggestions don't sound very compatible with playing the game many other ways.