Each civ has a site cap, don't they?
No, the whole world has a site cap; there is no per civ site cap.
...actually.
[MAX_STARTING_CIV_NUMBER:25]
[MAX_POP_NUMBER:15000]
[MAX_SITE_POP_NUMBER:100]
The relationship between max pop and max site pop sets a cap per civ as I recall.
So how deep will the magic systems be, will it be as simple (and might I add, boring) as a "create bucket of water" button.
Or will it be as complicated as a custom spell creator based on the worlds rules like "custom spell" -> "I want to create fire" -> "fire ball" ->"shoot it"-> " and I want it to be blue" alright game: " cost : an entire arm" y or n . "Save template"
Or will it be somewhere in the middle?
Cado's magical journey is a good example of a complex magic system based on rules that seems fun.
Cado's Magical Journey is what they want the magic system to be like.
Yup, as I said a page or two back, you can do many of the effects from the story now via modding/dfhack/both. Some aren't really possible to simulate currently (like, I can make anyone hurtle across the screen into a wall and explode if I want, but making an item fly controllably into my hand? not yet, though perhaps with the combat style expansion we'll get projectile catching options) and some are easier than others (the slowing time/megapunching, as well as cumulative side effects via syndrome concentration are both pretty straightforward modding exercises now) but it's easy enough to picture things like the dancing "move to x" interface, perhaps one using a cursor to trace shapes in real time, the "continue or move to interrupt" pacing, and so forth.
I imagine the projectile/action-at-a-distance aspects will probably accompany a rework of the ranged combat system, hopefully at least, I mean rightfully when you're zooming around at 10.0 speed you should see crossbow bolts hanging in the air and just walk past them or interact/grab them... not to mention being able to aim attacks at foes flying through the air like npcs can.