I mean I guess to me it just doesn't matter.
The T5 Tomes are typically defining in one way or another. By that point in the game, the differentiation will still exist based on your Major Transformation, and T3-T5 Tome Choices.
Like yeah, the Chaos Wizard could suddenly pick up the ability to destroy provinces and create forests, then awaken those same forests, just like the Nature Wizard was doing, but it wouldn't really matter. In a head on head the Nature Wizard is going to be waaaay stronger due to the T5 bonuses to plants and animals.
As far as picking up old Shadow Tomes for Necromancy, there's some really strong stuff that's hard gated behind the T5 Tome. The Nature Wizard picking up the Shadow Tomes for Necromancy will find little use for them in all honesty. Now, there is a huge benefit to having more Summoning Spells since you can precast them, and drop all of them on a single turn for a huge set of armies, but there's disadvantages in the lack of synergy as well at times.
I feel like most of the time you can close out the game before the number of tomes leads to a complete lack of thematic cohesiveness. Really, by the point you have T4 to T5 Tomes the game becomes a World War with enough Summons. The AI doesn't do it right or else they'd be a complete nightmare, sending Scouts out everywhere even in the late game, and then using the vision they provide to constantly harass your cities while you are at the frontlines. It's kinda difficult to not closeout even if they were to do that though, you could recall your leader to pushback their summoned armies (which won't typically be more than 1k or so in strength), and then use a teleporter to return to the Front. Dropping an Outpost before you cast the spell (or using a Hero or Scout to do so) and building a Teleporter lets you keep up the pressure.
The T5 Tomes are typically defining in one way or another. By that point in the game, the differentiation will still exist based on your Major Transformation, and T3-T5 Tome Choices.
Like yeah, the Chaos Wizard could suddenly pick up the ability to destroy provinces and create forests, then awaken those same forests, just like the Nature Wizard was doing, but it wouldn't really matter. In a head on head the Nature Wizard is going to be waaaay stronger due to the T5 bonuses to plants and animals.
As far as picking up old Shadow Tomes for Necromancy, there's some really strong stuff that's hard gated behind the T5 Tome. The Nature Wizard picking up the Shadow Tomes for Necromancy will find little use for them in all honesty. Now, there is a huge benefit to having more Summoning Spells since you can precast them, and drop all of them on a single turn for a huge set of armies, but there's disadvantages in the lack of synergy as well at times.
I feel like most of the time you can close out the game before the number of tomes leads to a complete lack of thematic cohesiveness. Really, by the point you have T4 to T5 Tomes the game becomes a World War with enough Summons. The AI doesn't do it right or else they'd be a complete nightmare, sending Scouts out everywhere even in the late game, and then using the vision they provide to constantly harass your cities while you are at the frontlines. It's kinda difficult to not closeout even if they were to do that though, you could recall your leader to pushback their summoned armies (which won't typically be more than 1k or so in strength), and then use a teleporter to return to the Front. Dropping an Outpost before you cast the spell (or using a Hero or Scout to do so) and building a Teleporter lets you keep up the pressure.
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