so we're getting global mana and that's great. to my mind this principle is a good one for the idea that sacrificing essence means less individual magical power in exchange for greater flexibility in having casters all over the map. however, some fundamental problems with spells and shards remain:
1 there is little incentive to learn spells because your basic lightning bolt scales up so well with int and shard numbers. other than maybe getting chain lightning as well, you don't really need much else.
2 you feel compelled to get all the spell books at level 1 because you don't know where your shards are going to spawn (especially important for the ai)
3 at the same time you don't really need all the books because they can all do the same things, so long as you're lucky with shards. most of the utility spells are independent of the elemental books anyway
4 high level spells are unwieldy because of high mana costs and low constant regeneration
my solution is this: instead of having the spellbooks divided by element, divide them by purpose. ie, no book of water, but instead a book of lesser destruction, book of greater enchanting etc. each of these books contains spells of different elements. ideally, all spells should be linked to elements so that all of them can be improved by shards. books can be chosen to suit your playing style instead of your shards, and ai sovs can be given books that suit their personalities, instead of getting them all for fear of gimping them in game.
this way, regardless of if you have just the book of lesser summoning, or all 5 starting books, you still get a benefit from getting a water shard or fire shard, but the more books you have, the more benefit you will get.
think about it: once you get beyond the starting books, this is the way the game works already. the problem is that the game is confused over whether or not to split spells by element or by purpose. this just makes more sense. currently we have summoning spells in both the elemental books and in the summoning books. this way it is clear exactly what to research if you want a certain kind of spell, and getting a shard is always useful, and not a gamble to match your spellbook.
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magic research
currently, most people would agree that there is far more to gain in researching tech than in researching magic. the solution is to merge the sorcery tech branch into magic research, so you don't get anything magical out of mundane research. this is just so obvious.
so tech research becomes
civics, warfare, adventure & diplomacy
and magic research becomes
buildings (shard control, tower of sorcery etc), items (enchanting) offensive magic (destruction and summoning spell books) and subtle magic (enchanting, imbuing, utility and hindering magic)
each breakthrough in one of the two latter magic research categories gets you a new spellbook (if you started with more, you get a headstart). owning a spellbook = knowing a spell. you have to spend longer getting them, but you get more spells at the same time. this way you can't just target the spells whose shards you control. so you have to research the books of lesser, mediocre and greater destruction before you can cast chain lightning, and you have to compete against previously mundane technologies for your arcane research points, so getting the spells you want becomes moredifficult. hopefully though, it will also be more rewarding.........
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magic casting
currently, the power of magic is linked almost entirely to attributes and shards instead of the spells themselves. instead of "i now have 18 int, so my fireball doe 10% more damage," the game should work on the principle "i now have 18 int so i can now cast rain-of-flaming-suns-from-hell."
so, tie one attribute to the maximum power of spells that the caster can cast (this stops newly imbued characters casting like archmagi)
tie another attribute to slightly increasing the effectiveness of spells. this attribute should be increasable throug items (because currently there are no items in the shop useful to casters, that i have found)
tie shards to REDUCING THE MANA COST of spells of that element. this makes shards beneficial for all kinds of spells rather than just offense and offsets the limited pool of mana in the later game.
well?