I believe these retorts have problems.
Astrologer
-Double power from nodes is scaled by game settings. The retort is more beneficial on higher and worse on lower node power settings. No other retort scales by map settings and I don't think any should.
-Power from nodes is highly luck dependent on the early game. This retort doubles this luck factor. Node Mastery has been the most broken retort in the original game and this is the same thing. Effect is fine in the late game where everyone has nodes but broken in the early game.
-Combining this with Archmage amplifies the benefits of both way too much, and causes a chain reaction : Higher starting casting skill -> obtain node earlier by summons or spell+spearmen tactic and no countering effect -> node produces double power -> power spent on skill is boosted by 50%, resulting in about ~30% more skill -> casting skill is boosted by 50% again. Overall result = 2*1.3*1.5 = ~4 times higher overland casting skill than normal from power obtained from nodes, and these nodes are will be obtained twice as fast. (and yes, these numbers are on par with or even beat Impossible AI advantage - they get 2.5 times the overland casting skill and power income but no combat skill bonus)
Mana Focusing
-Accelerates early game too much - mana available is more than 100% higher. This results in getting earlier nodes, neutral cities or other resources, snowballing into a massive advantage. I'm under the impression we don't want this kind of advantage type in the game.
-Effect is redundant. Increasing power base (Cult Leader, Astrologer), or reducing costs (Conjurer, Chaneller, Specialist) or obtaining mana from other sources (Alchemy) all achieve the same goal as increasing mana/power ratio.
-Effect is multiplicative with all the effects it is redundant with. You can obtain more power, convert it into more mana and then spend less on spells for a massively amplified effect - not only is this a potential threat to balance, but encourages retort stacking.
-Early game effect cancels out the main drawback of playing few books with many retorts - having a low power and mana income.
-Retort is highly self-contradicting. To spend lots of mana, you need to have a high casting skill and high rarity spells worth spending on - and obtaining those means you are keeping your mana slider low as you need research and skill up.
-Retort is way too boring.
Possible solutions :
Astrologer - turn "double power" into "+20 power". Fixes the map setting dependency.
Astrologer - make it mutually exclusive with Archmage. You can pick one or the other to avoid the"chain reaction".
Astrologer - Remove "double power from nodes" entirely, and either reduce the cost of the retort, or add "Each population in the wizard's cities produces an additional X power" effect or "All power obtained by the wizard is increased by X%" or something entirely different.
Mana Focusing - Remove the retort and add a new retort with the effect "Each population in the wizard's cities produces X power", or " All power obtained by the wizard is increased by X%" or something entirely different - preferably something that can replace Mana Focusing's role to have a late game retort that boosts mana/power.
A few possible examples that could be done :
Retort 1 - The wizard has +50% overland casting skill. Each population in the wizard's cities produces 1/2 power. Costs 2 picks.
Retort 2 - All power obtained from all sources is increased by 20%.
or
Retort 1 - The wizard has +50% overland casting skill and is immune to the countering effect of nodes. Costs 1 pick.
Retort 2 - All power obtained from all sources is increased by 40%. Costs 2 picks.
or
Retort 1 - The wizard has +50% overland casting skill and is immune to the countering effect of nodes. Costs 1 pick.
Retort 2 - All population in the wizard's cities produces 1 power. Costs 2 picks.
or
Retort 1 - The wizard has +50% overland casting skill, obtains +20 power from nodes and is immune to the countering effect of nodes. This retort is mutually exclusive with Archmage (a wizard cannot have both). Costs 2 picks.
Retort 2 - All population in the wizard's cities produces 0.4 power. Costs 1 pick.
Astrologer
-Double power from nodes is scaled by game settings. The retort is more beneficial on higher and worse on lower node power settings. No other retort scales by map settings and I don't think any should.
-Power from nodes is highly luck dependent on the early game. This retort doubles this luck factor. Node Mastery has been the most broken retort in the original game and this is the same thing. Effect is fine in the late game where everyone has nodes but broken in the early game.
-Combining this with Archmage amplifies the benefits of both way too much, and causes a chain reaction : Higher starting casting skill -> obtain node earlier by summons or spell+spearmen tactic and no countering effect -> node produces double power -> power spent on skill is boosted by 50%, resulting in about ~30% more skill -> casting skill is boosted by 50% again. Overall result = 2*1.3*1.5 = ~4 times higher overland casting skill than normal from power obtained from nodes, and these nodes are will be obtained twice as fast. (and yes, these numbers are on par with or even beat Impossible AI advantage - they get 2.5 times the overland casting skill and power income but no combat skill bonus)
Mana Focusing
-Accelerates early game too much - mana available is more than 100% higher. This results in getting earlier nodes, neutral cities or other resources, snowballing into a massive advantage. I'm under the impression we don't want this kind of advantage type in the game.
-Effect is redundant. Increasing power base (Cult Leader, Astrologer), or reducing costs (Conjurer, Chaneller, Specialist) or obtaining mana from other sources (Alchemy) all achieve the same goal as increasing mana/power ratio.
-Effect is multiplicative with all the effects it is redundant with. You can obtain more power, convert it into more mana and then spend less on spells for a massively amplified effect - not only is this a potential threat to balance, but encourages retort stacking.
-Early game effect cancels out the main drawback of playing few books with many retorts - having a low power and mana income.
-Retort is highly self-contradicting. To spend lots of mana, you need to have a high casting skill and high rarity spells worth spending on - and obtaining those means you are keeping your mana slider low as you need research and skill up.
-Retort is way too boring.
Possible solutions :
Astrologer - turn "double power" into "+20 power". Fixes the map setting dependency.
Astrologer - make it mutually exclusive with Archmage. You can pick one or the other to avoid the"chain reaction".
Astrologer - Remove "double power from nodes" entirely, and either reduce the cost of the retort, or add "Each population in the wizard's cities produces an additional X power" effect or "All power obtained by the wizard is increased by X%" or something entirely different.
Mana Focusing - Remove the retort and add a new retort with the effect "Each population in the wizard's cities produces X power", or " All power obtained by the wizard is increased by X%" or something entirely different - preferably something that can replace Mana Focusing's role to have a late game retort that boosts mana/power.
A few possible examples that could be done :
Retort 1 - The wizard has +50% overland casting skill. Each population in the wizard's cities produces 1/2 power. Costs 2 picks.
Retort 2 - All power obtained from all sources is increased by 20%.
or
Retort 1 - The wizard has +50% overland casting skill and is immune to the countering effect of nodes. Costs 1 pick.
Retort 2 - All power obtained from all sources is increased by 40%. Costs 2 picks.
or
Retort 1 - The wizard has +50% overland casting skill and is immune to the countering effect of nodes. Costs 1 pick.
Retort 2 - All population in the wizard's cities produces 1 power. Costs 2 picks.
or
Retort 1 - The wizard has +50% overland casting skill, obtains +20 power from nodes and is immune to the countering effect of nodes. This retort is mutually exclusive with Archmage (a wizard cannot have both). Costs 2 picks.
Retort 2 - All population in the wizard's cities produces 0.4 power. Costs 1 pick.