[Balance] Champions
In the context of the strategy game, champions are just troops - yet being both immortal, and relatively permanent additions to a player's roster once hired, actually has the unintended and inverse effects of not only making other trained troops seem entirely optional and unimportant (more than anything else in the game I might add), but also of completely diminishing the feeling of importance actually intended for champions.
The value of anything is directly related to the weight of losing or not having it.
I suggest that Sovereigns become the only champions which cannot be lost - all other champions leaving their faction after the second and third injuries to explore the world under AI control, from a random location near where they were defeated, until hired again (free, to both kingdoms and empires). Four wounds equals death, creating a goodie-hut on the tile where the champion fell full of their equipment (and potentially fertile ground proportionate to their power?). Healing an injury should naturally extend a champion's life; lives which would become much more commonly protected and accompanied by support squads. Imagine how much less daring (yet no less powerful) that second champion would be after their first injury; and how much of an impact it would have on the story if one actually fell, only to then have a city flourish around their grave.
- Another notion that would entice champions to stay home and send out troops more is allowing their injuries to be healed if they remain stationed in a city for a certain number of turns (perhaps requiring a unique building as well).
- If a champion is defeated by an opposing faction instead of a monster it could be sent to that faction's nearest city to await rescue (for the first three wounds only).
- A spell similar to steal spirit that sacrifices a champion in the creation of ground proportionately fertile to their power could also be introduced.
- If a champion is stationed in a city it could contribute one point to each elemental shard power for every level in the associated schools of magic. Introducing troop traits related to the elemental powers would then further entice a more balanced use of them and champions out around the strategic map.
Plus, these suggestions would give the stories played out in each game much more depth.