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Age of Wonders Nerding 

@devin@monsterpit.net @Lioness Yeah, it's still there, but kinda different/simplified:

There's no longer classes of Hero that bring class specific spells to the battlefield, instead they have a Secret Tech (class), but for Heroes that's more about passive buffs & elemental affinities.

The presence or absence of a Hero or Leader no longer affects what Spells you can cast, or how much they cost.

Instead, you've got:

1. Doctrines (strategy map; faction-wide social buffs)
2. Strategic Operations (strategy map; army buffs/debuffs, strategy map summons, city buffs/debuffs, espionage)
3. Tactical Operations (battle map; tactical spells including temporary unit summons)

They all have their own limits of how many you can cast (points based, upgrade with research), and they usually require Energy, which is also used for buying and upgrading units.

re: Age of Wonders Nerding 

@pastelbat @devin with sectors and colonist/pop slots (?) it looks like it will play a lot more like Endless Legend which is another 4x game I really want to like but have a hard time doing

Endless Legend had the idea of customizing unit loadout, but every faction had the same equips & it basically came down to giving axes vs swords to your generic infantry. hoping the mod system will recover some of the feeling of being able to load up your favorite stack of units with buff spells before battle

(been browsing the wiki but it's extremely sparse atm, wish developers would post documentation online instead of waiting for players to do it for free.)

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