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That is a valid question. The thing is, those global enchantments for your units are optional. And you need a certain amount of strategic point to cast them.
So if an enchantment cost e.g. 250 mana 250 sp, you have 150 sp per turn limited, then it takes one turn to prepare, before you can apply it next turn - consuming the 150 from the first turn, and the 100 from the second turn, leaving you with 50 sp for the remaining turn.
Just unlocking it right away would be unbalanced. Otherwise you could change the tide of a war instantly by just unlocking it. This way you need to consider, whether you want to use the sp for the enchantment, or for battle.
Also transformations (the real passives), affect a race, so you have to cast for each race you want it to affect. The resource cost is justified.
Okay good to know, Thanks for the clarification!
You get Mana strategic resource and World map casting points resource that resets every turn. It effects how fast you can cast world map spells, like already said if you have it high enough you can cast spell without waiting if not you got to use multiple turns to ready the spell.
Those world spells come as Enchantments(these have Mana up keep and effect unit types.), terraforming spells, city spells, race augments. Damage, buffs/debuffs, healing and Summoning(they have upkeep of mana as well).
Second type of casting is Tactical spells.
They are combat spells that you can cast in combat separately without unit selection... Again they use the same Mana and the second stat called Combat Casting Points basically just limits the amount of mana you can use up in one combat.
They all come as before in types: enchantments, damage, buffs/debuffs, healing, and Summoning...
Thrid type of casting is unit casting.
THis one comes in 2 types as well, You have Basic spells and magice spells that units can use, Not all buffs, skills and and enchantments effect both types so you got to pay attantion to those markings. You have Basic/magic tag and Just magice tag. Those two dont use any resource but none basic spells have limits be cooldowns per turns or charges that limit it to once or twice per combat use.