This mod came to me recently while I was thinking about how to give players a good reason to build and lvl up cities as high as possible. The idea here is fairly simple, A central building which levels with a city and unlocks new and interesting improvements. However, there is a catch to this building and its improvements, which is each level of the tower only allows you to build one of the various improvement and some require another improvement to have been built. The idea is to both give a player a reason to reach get an level 5 cities, and to reward players who have multiple large cities.
UPDATE:
Only a couple of build tiles remain to be completed, but all other tiles are done and the improvement xmls are completed. I should have a working beta by tuesday or wednesday of this next week. John_Hughes lent his aid on a couple of the tiles so you will probably notice how much nicer his tiles are than mine. If any other tile builder thinks they have a better looking tile than the ones I have created let me know.
Current Release:
I am happy to announce the release of the second Alpha release, 0.35. This version contains all the files required to use the first tier of the Wizard's Tower. You can download the current release from the below URL.
For normal Elemental users:
Kingdom/Empire Version
For those of you with the elf race mod, here is a repack with the above and an elf specific version (Note: The below version contains all the above files as well as the elf files):
Elf/Kingdom/Empire Version
Installation Instructions:
Inside the rar file, you will find two folders. Simply place these two folders in your My Games\Elemental\Mods directory.
Feel free to leave any comments or problems below.
Change Log:
v. 0.35:
- Added an Empire Version of the first tier wizard's tower improvements.
v. 0.3:
- Implemented Wizard's Tower lvl 1
- Implemented Arcane Temple
- Implemented Hall of Learning
General Outline of the Mod:
1) The Wizard's Tower
The Wizard's Tower will have 3 levels, which will morph into based upon the level of your city and the techs you have researched. The tower itself will give a small essence bonus (+5%) per level up to a maximum of 15% increase for the level 3 tower. Each tower level will also let the player build 1 tower improvement. Here is a list of how the tower lvl scheme will work
Level 1 = city lvl 3, Lore Mastery or Channeling

Level 2= city lvl 4, Lore Mastery or Channeling, Level 1 Tower

level 3 = city lvl 5 Shard Domination or Shard Mastery, Level 2 Tower
(Tile pending)
2) The Level 1 Tower Improvements
1) Arcane Temple
An Arcane Temple gives a +10% Arcane knowledge boost to a city, and also gives a +2 defense bonus to city defenders, as a gift from your deity.
(content complete)
2) Hall of Knowledge
The Hall of Knowledge gives a +15% Tech research bonus, and gives a +10% production bonus, as your city learns from the ancient texts.

(Content complete)
3) The Level 2 Tower Improvements
1) Altar of Protection
The Altar of Protections gives all of your troops a +2 defense and +2 attack bonus (per altar), as your deity smiles down upon your faction. This building requires an Arcane Temple already exist in the city. If you build this, you will not be able to build an lvl 3 improvement.

2)The Sage's Archives
The Sage's Archives gives your city a +5 bonus to arcane knowledge, as your people start building what will eventually become ancient temples after the next cataclysm. This building requires an Arcane Temple already exists in your city.
(tile not done)
3) The Deep Libraries
The Deep Libraries gives your city a +5 bonus to tech research, as your people start building what will eventually become lost libraries. This building requires a hall of knowledge exists in your city.
(tile not done)
4)Alchemist's Retreat
The Alchemist's Retreat will give a +5 gold, +5 metals, and +5 crystal to your city, as your people use their knowledge to develop their alchemy skills. Requires Hall of Knowledge. If you build this, you will not be able to build an level 3 improvement.
(Tile not done)
4) The Level 3 Tower Improvements
1) Manufactured Shard (Air)
The Manufactured Shard (Air) gives the player the equivalent of one air shard. Requires the Hall of Knowledge and the Deep Libraries.
2) Manufactured Shard (Fire)
Same as Air, but for fire. Same reqs.
3) Manufactured Shard (Earth)
Same as Air, but for earth. Same reqs.
4) Manufactured Shard (Water)
Same as Air, but for water. Same reqs.
5) Summoning Ward (Air)
The Summoning Ward (Air) allows you to build a summoned creature based on the Air sphere, Wind Dancer. This creature uses a ranged air attack whose damage is based on troop size and number of air shards controlled. Requires Arcane Temple and Sage's Archive.
6) Summoning Ward (Fire)
Same as Air, but you get a fire creature, Fire Spitter. Same type ranged as Air but uses fire shards.
7) Summoning Ward (Earth)
Same as Air, but you get a earth creature, Rock Eatter. Same type ranged as Air but uses Earth shards.
8) Summoning Ward (Water)
Same as Air, but you get a water creature, Sea Foamer. Same type ranged as Air but uses Water shards.
Currently, we are recruiting for this mod, and would also welcome any suggestions. If the mod feels a bit OP, that is because it is supposed to. The general idea for this mod is to give players who choose to make large high lvl cities a significant advantage to those who simply build a lot of low level cities.
Addendum: This mod is slow going simply because we don't have enough man power to make effective tiles. If anyone in the community has a tile, they think would work for this mod, please feel free to pm me.