Hm, turns out it's not possible to edit wikia in my browser.
Some notes on terrain,
* Dependent units may also travel with or near a supplier unit.
* Cities cannot be built on glaciers, but can be built on snowy hills.
* Yes, icebergs move.
* Snowy hills can be created by casting winter's chill on a regular hill.
* Floral clock behavior is not dependent on how close a city is to the edge of the map.
Some notes on spells,
* Being under the effect of goblin's curse reduces your score.
* The research and casting cost of Abjuration actually depends on map size, not on what disciplines you use.
* Black plague also causes unrest if the plagued unit is in a city.
* The new description of Eagle's Flight accounts for kraken and sharks.
* Flying doesn't cancel land-based movement skills nor does it cancel roads; it's just that they don't
stack and the unit will pick whatever movement mode is faster (which in most but not all cases is going to be flight)
* The main point of Simulacrum is that it lets you use enemy units. For instance, if you play S'Sirthe and want to build roads.
* Earthquake kills a random amount of population averaging to 2000.
* Vampirism retains all enchantments already on the target unit.
* Wizard Eye is a summoned unit; there is no limit to how many you can use.
* Worker's Zeal: it's not the case that only one enchantment can be cast on a city; WZ doesn't stack with itself, but does stack with e.g. Gaea's Bounty.
*Ancestral Learning: rule of thumb is that anything with an upkeep in mana doesn't gain experience, nor do settlers.
*Discordance: blocked by mind shield
*Aurasight: the unit will detect everything except Goblin Sneaks
*Call the Void: I'm not sure what your note means, you can cancel your own enchantments at any time. If not, that would be a bug.
*Misery: the obvious combo is with goblins, who don't have cities in the first place.
*Toxic Touch: this spell no longer exists.
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= Radiant =