Thank you very much for the commentary Derek, i really appreciate it. I can understand your reasoning quite well.
With that in mind, since it seems then that essence will not come back as a stat, although i hope it will be moddable, a few thoughts then.
2 mana per turn is very miserly, HOWEVER, attunement does work well if you have the forethought if you plan on running a few enchantments early on - its a must have for me or i find the early game very dull.
On the other hand, late game mana is completely out of hand, perhaps having a mana cap based off of the sovereigns int, plus a bonus to this cap for the number of shards plus bonuses from buidling. This gives us something cool to do with our arcane buiding besides more research capabilities.
Some arcan buildings would be neat that could support the mana upkeep by themselves for a city. More enchantment variety would be nice.
It is totally absurd to be able to hoard all your mana until late game and then completely obliviate an oppenent in one round of casting. That is what a mana cap prevents you from doing. Yes it encourages you to cast spells now and then. This is not micromanaging your mana for the sake of it. This helps move the game forward.
Perhaps with enough resources you can creat the mana pool building infrastructure to still have that endagme finish that people seem to crave. That is not unreasonable since you actually have to work for it then.
Spellcasting should cost you action points to slow down casting so you can`t turn half of the map into one great volcano for the sheer absurd reason that you simply can.
Also: an idea for a quest
A person who has been researching shards, i think of him/her as a titan who has renounced their power for the chance to indulge in a fascination with people, is rescued by the sovereign. In return, the sovereign is given a chance to prove his worth and must vanquish 4 dragons: 1 fire, 1 earth, 1 water, 1 air. Each dragon is guarding an item that can be used by the researcher, one of which will be used to make a gift for the sovereign.
The resercher has figured out how to fracture a shard in a controlled fashion to increase and focus its power, but it can only be done once safely - then he wont allow it to be done again.
1) fracturing to increase mana generation: doubles the generation of a city, but the shard no longer counts as an elemental shard so it is colourless mana.
2) fracturing the shard to increase it`s spell potency: doubles the shards abilities in that city to boost spells effectiveness but no longer generates mana.
3) The shard is fractured completely and is used to make a powerful magical item which deals more damage against magical creatures or enchanted creatures than normal ones
4) The sovereign chooses to not have the shard altered and instead is taught a unique spell that can steal mana from other sovereigns.
5) researcher thanks you for the items, never could have gotten them without you and uses them to boost own power and attacks the sovereign. Defeating the researcher you find a unique staff that will help you find shards.