Rethink on essence: delinking the mana cap & making essence central to the game
The big problem with being able to access spells at all is that it requires you to have essence. If you want to cast spells at all, you'll basically be giving up additional cities. (see Frogboy's thread). The game requires you to fight in order to gain more essence, as you need to level your sovereign in risky combats (and this need to level your sovereign has also meant our soverigns almost always teleport back to their base if they lose a fight, rewarding suicide behaviour.)
I think we can all agree that these are problems in the game, or perhaps just annoyances.
Here's my suggestions for Essence:
- Delink it from the mana cap. Mana is separate from Essence and your cap is determined by other stats.
- Spell power is determined by the spell cast * (1 + Essence/20). Every five points of essence could increase damage by 25% (adjust as necessary). Casters without essence obviously can still cast spells, but they are weak spells. Do this with duration and other factors as necessary.
- Add non-level sources of essence to the world map on world generation: random chances of one-off Legendary Beasts/foes that award essence on being slain for example. A couple scattered artifacts that contain essence the caster can absorb. etc
- Add a couple end-game wonders that give a one-time boost to caster's essence.
- Tick the Soverign 1 XP a turn, or give them XP for accomplishing tasks.
- Consider, if keeping the "teleport the sovereign" mechanism in, to have it deplete essence.
Make the distinction between "spells," which are powered by the mana nodes, and Essence, much bigger.
Give the "spells" that require Essence a different name. Maybe "Ritual." These should be clearly set apart from the normal day-to-day spells that casters can do, and the awe-inspiring, earth-shattering, world-shaping power of a Sovereign.
--
In order to really communicate to the player that They Are Awesome, I think it would really help to divide the magic between the Elemental magic and the Essence magic quite clearly, so they see that their Sovereign isn't just another caster with slightly buffed spells.
In order for Essence to be "awesome," it must be sharply limited. The ways to acquire it must be difficult, because otherwise the spells can't really be all that great. A spell that can be cast again and again (even over the space of a hundred turns) has to be nerfed in power. A spell that can be cast only once or twice with severe reprecussions can be made *much* stronger in the game, and alter the world in truly meaningful ways.
I still feel a player should be able to take the Sauron approach: horde all their Essence and grow their personal power to the point where they could individually lay waste to a thousand soldiers. The only way it's reasonable to do this is if they paid a big price for having this kind of power (economically or otherwise).