Global enchantment balance issues :
This is a real possibility. For the time being, I work based on the assumption that enough players get eliminated before very rares to keep the number of players capable of casting those reasonable. Only playtesting can show if that's a correct assumption or there is a need to either change some of those global enchantments, or adjust AI to be more efficient at fighting and eliminating other AI players.
Turn wait times :
Fortunately, this does not run on an emulator so processing is a lot faster.
However, what really contributes to the turn times is map size and number of units in play. Player count is only a linear factor, 15 players process turns 50% slower than 10 players. So beyond 6-8 players, adding more makes less difference.
We'll see how this works out later when the game is stable enough to not crash before reaching a game size where it might matter.
However, I think the change to how the system handles unit (and other object) queries in the alpha last week should be enough to get rid of most of the issue - by pre-calculating and storing which tiles have a player's units on once, all of the AI's turn (or at least the current phase of it) can be processed without the amount of units or other objects affecting the processing time, except during the actual execution of the chosen moves. Considering the game spends the most time processing turns when there is a long period of peace and units keep piling up, and these units typically end up not moving at all until a war breaks out, that system should remove most of the processing time.
If not, then removing the "maximal" and possibly "huge" land options likely does more to reduce turn times than the number of players, but again this is something we'll only know from playtesting.
Quote:I’m not aware of many successful land fantasy 4x Having that many number of enemies
I'm not aware of (m)any successful land fantasy 4x of any kind, which is why I want to make one.
Updated the wizards screen. Minor adjustments only but the overall result looks a lot better. I think this also solves the problem of having no room for an "ok" button to leave the screen. The area displaying "You" can be used for that.