Hmm. I was gonna do a multi quote but the post would be too long.
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Magic and alchemy:
Well, traditionnaly, raising undeads and casting blood curses are also related to Magic, and RD used to have a direct relationship between Darkness and Magic, for instance.
(The dark mages were obtained by teaching Darkness to a wizard/sorceress.)
The separation allowed more personality for each of both techtrees, and made it simpler (dark mage in just 1 click) and then, people started being actually climbing the Darkness techtree.
The point here is that while in the lore, Magic might be associated with Alchemy (note that historically, it is closer to philosophy and metaphysics than Magic), the separation in the game makes easier and more intuitive for players, among other advantages.
You (and everyone) should give a try to Alchemy when it is actually released, because i think it has enough character to exist as a stand-alone. Incase you're wondering, it is going to cover much more than potion manufacturing and morphing metal into gold (it already has 4 subtechtrees in the To Do list).
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Magic: i need feedback from more people about the complexity of the spell teaching system. The main idea of the Magic techtree (currently) is to have a select number of Wizard-like units (even 1 does), and using the other features proposed by the techtree to sorta assist your elite mage(s).
-Removing mage evolution from bookshelf+architect thingy:
approved, for reasons you stated.
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Different tutos solo/kingdom: makes sense, would go with the choice at start that you suggested.
-There are already informations about -solo and kingdoms in the loading page.
-"Assume Kingdom" = ?
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Main techtree/lesser ones: that would reduce the freedom in strategy, and the synergies possible.
Synergies to me are what you call Unison. That responds to your "combination of techtrees" idea. This is already planned, and should already have been partially implemented, but i didn't have enough time to actually make them the day i planned to.
-Flower planting suffers a technical problem justifying the way it currently works: there can only be one planting skill on a given unit at a time.
-Planting researches and flower evolutions sound nice, but i need a better planting mechanism before i think seriously about it, else it could get boring for whoever starts to rely on this.
-"Advanced pathways into a technology" = ?
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Industrious: Tier 2 politics are planned, and they would give more advanced features based on the tier 1 politics that you chose. I'll take your suggestion as a tier 2 Industrious politics idea.
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Researching techtrees before you can start using them at all: if that's what you meant, sounds fair enough, come to think of it. Making the decision to research and unlock a techtree would show one's will to use it, and would make more sense overall. This unlocking will remain decently fast and cheap though.
-The upgrade buildings (and other things) from researches thing is already in the game (e.g: anti-arrow plating from anti-ranged armor resaerch), but yes it should be developped.
-Monuments and wonders: ingame Wonders are already supposed to be Unique (1 of each type per
game). They will actually be in next version. They already started to be revamped, and some To Do ones will give non-combat bonuses such as the ability to cut trees from a distance, or some kind of research acceleration...
-The Nature Wonder called Statue of liberty (already ingame) gives global hp regen aura (and bonus movement speed) already.
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Synergies between techtrees and politics: Makes sense, but i'm not sure if it wouldn't be overkill.
Thanks for all those ideas anyways, some of them are going to really improve the map
.