I always assumed that a player "going Gandalf" would have no nation/empire/kingdom whatsoever. At least, that's what I got from it when that term was first coined (don't remember what thread that was, though) It would be a very, very different style of playing than usual. Of course, this is all moot if it turns out that going Gandalf, at least the way I envision it, turns out not to be a viable strategy, although I hope it will be, because different styles of play are always good.
Well the term "going gandalf" was coined by players, and the common usage of it, afaik, has deviated from its original intent. The original usage of it I think was just to describe a channeler who focuses largely on himself, his own power, without really having much of an empire or nation, or heroes or army. It has turned into the idea that you control a channeler, without any nation at all; at most maybe you'd have a small band of heroes and creatures. Personally I'd be really surprised if that's an option in the vanilla game...
My biggest reason for thinking this is that not long ago they told us that explorable dungeons probably wouldn't make it into version 1 of the game (now that the release date seems to have been postponed until August, that doesn't seem to be the case). However, if there were no explorable dungeons then going gandalf would be a pretty bland experience.
Other reasons why I don't think it'll be in the game is - how do you hold onto things like crystal shards (map objects) if you have no army to speak of? The mechanics of a channeler 'gone gandalf' would have to be totally different than the mechanics of a 'regular' channeler for this to really work out... Also, how would diplomacy work? And conflict? Being at war with a channeler 'gone gandalf' would be extraordinarily frustrating - you wouldn't be able to do anything to harm him other than to straight up kill him, or weaken him enough to force a retreat... And to do this you'd probably have to confront that channeler with the better part of your military force combined - a succession of smaller attacks would probably be wiped from existence in short order. So while you might hurt that channeler enough to make him temporarily retreat, you've probably lost a significant portion of your army, and maybe cities and infrastructure as well. That lone channeler, with nothing to lose but himself, will regenerate whatever hurt was done and be back soon enough; you with the empire would have the daunting task of rebuilding and re-training...
In my mind, it seems like in order to make 'going gandalf' functional, the channeler would have to be too powerful to effectively balance against people building up empires. It's the same reason why having 1 dragon is usually a better option than having 1000 knights, even if 1000 knights are equivalent to a dragon in combat. The reason is that as you fight, even if you win, you'll slowly lose knights; whereas no matter how much damage is done to your dragon, as long as it hasn't been killed it's still there in all its glory. The only exception to this is that you can split up the knights to fight multiple battles at once; that, however, doesn't matter in the case of a channeler gone gandalf. What need would he have of fighting multiple battles at once? He only has one front: himself. He has nothing to defend or protect.. Except maybe shards, but if he has to actually protect his shards then going gandalf would utterly fail...