The magic system is now closer to a useful state. Research is possible, and spells have effects. I have added a few, like Raise Skeletons, which summons a unit of skeleton warriors. Still need to fix some remaining bugs and make the UI more user friendly, as well as adding more spells.
Also, knightly orders are generated during world generation. At the moment only a single type, Chaos Knights, can be generated, but the framework for adding more is in place. They are given one or more fortresses and chapterhouses throughout the world, and can be recruited by realms controlling these sites. They can also potentially function as an autonomous faction with goals of their own, but at the moment they dont do anything with the sites they control, apart from maybe recruiting some troops, if the AI feels like it.
Some of these orders will have the potential to tie into the Warlock/Dark Pact event chains, hence why I am adding them – as well as due to fact that Knights are generally just awesome, and a central part of fantasy imagery.
Note: There is a bug where you sometimes have to right-click twice on a hex to get the context menu for the currently selected unit. Working on fixing this, but just in case you wonder why right-click didn’t do anything – try clicking again.