Quoting taltamir, reply 16This thread really got me thinking. If I understand right, you could spend a lot of your personal power reinvigorating the land, making a nice territory full of cities, perfectly aligned for max density, and full of farms and roads and no bandits. as one of the posters described. Or you could leave your terrain barren and instead focus on making yourself or a few choice heroes more powerful... I just figured a "rewards for being bad" kind of scenario, where you would focus on your own power, and then assasinate the chaneller of a nearby civ who invested heavily in towns and the like, and then conquer them. ...
I'm sort of hoping things work along the lines you describe, but so far I haven't seen any dev-talk about what, if any, magical relationship might remain between a channeler and territory that he or she imbues with essence.
It could be a one-way, one-time thing, or it could be that killing a channeler reverts all his or her imbued lands to their post-cataclysm state. Perhaps the final stage of conquering enemy territory is forcing out a rival channeler's essence and replacing it with your own. That would surely feed into some of the epic, battle-in-the-sky kind of talk some folks have posted about the magical side of the game.
A good potential counter. Others include:
1. Have the "good" players ally to fight such evil despots all vs 1.
2. Have cities contribute to your growth as a chaneller (a little bit)... so you become really weak by creating a lot of them, but you will become really strong later on. In other words, its a gamble, if you can fend off the one who goes after power he is done for (aka, its a rush vs turtle approach... in the long term the turtler is gonna win, IF he survives the rush. there are some intense conflicts early on though)..
An interesting twist is, if you loose enough power to rejuvination, perhaps you could become vulnerable to actual assassinations. Aka, an espionage missions to assassinate the leader. with it only having a chance of success if he is really really weak. Although that can be abused i guess. And people might find it really annoying to lose a game that way...
I was thinking, rather then the lands just "dying out" the moment the chaneller is killed, have them decay over time. You could claim it as your own, retaining the cities and development, but that would cost you MORE magic power then converting wasteland (elsewhere, or waiting for it to turn to wasteland and then converting it). Then again, without playtesting I have no idea how well such an idea would work...