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The second is that it has to work on any size of map, and the smallest one would get very crowded with more.
Myrror isn't exactly a solution and may actually end up being a problem: there's only one Myrran wizard by default, and getting the plane more or less to themselves is part of the advantage, so you'd not only be stuck with an increasingly-overcrowded Arcanus, but the Myrran wizard would be in a better and better position the worse Arcanus became.
These sorts of things could be addressed - more wizards, including ones with the Myrran trait; an additional plane (the manual alludes to this as a possibility) to give more real estate; etc. That's probably going to be lower on the priority list than other gameplay issues.
Another consideration would be the difficulty of managing global and city enchantments; the number of them that you could end up with active at once might be problematic, or conversely, it might become unreasonably difficult to keep any good ones going due to the number of opposing dispels being thrown around.
It probably is the only answer.
I think even on very small you can have 7 opponent ai, so you have 4 wizards on arcanus and 3 on myrran.
I edited 2 xml files that now have 5 Wizards with the Myrran Trait, so now am getting more than 1 on the Myrror Plane quite frequently.
I will add, setting the AI Neutrals to Max is the way to go. imho
That doesn´t change the spirit of the game at all, so even as a hardcore purist I am not opposed to this proposal.
Likewise, with only four AI opponents (one stuck in the Myrror realm), diplomacy (such as it is) becomes less important to the overall game and it's just a giant battle royale without pause.
They've responded that it is original and therefore a canon choice which I buy.
I also think the AI workup underway now to improve their performance is front-burner.
Also, this is for a variety of reasons *not easy to do* being, paraphrasing a bit (this is not verbatim, note) that they're a bit hard-coded to operate as 4+1 at maximum at present.
I too kinda would like to see it but honestly the AIs being beefier, more cast-y, and also featuring richer and more varied diplomacy would be a greater win imo.
PS As an aside, cheaper route :practicality in implementing (probably,) let's have an option to slot in a new AI opponent when one is defeated (1:1, so 8 total opponents if each is given one replacement.) This would require certain pre-populated spells per Turn Count, taking remaining neutral cities or un-populated territories and plopping a few pre-popped/built towns down to give fighting chances to the replacement wizzes. It'd certainly spice up the dynamics of mid/late game. Of course this pre-supposed some advanced scripting support. Stuff I hope they'll be working on at some point.
The only thing more tantalizing a thought than a MoM game is the thought of playing actual MoM scenarios.
Sorry for any dissapointment in this regard.
And as always, thank you for all the feedback and engagement!