The reality here is called Play styles.
There are many, they are varied and invariably, someones is going to get the short end.
Whenever there are Resources, from the outset, that your 1 starter guy needs to find/gather, in order to have any chance at all within the game proper, you will have to venture out to some degree.
Unless there is a very Radical change in the way E:WoM is currently oriented, a 1 City SoV will not be able to compete with a 3 City SoV. The ability to build up the SP's to get the best Magic will obviously always favor the 3 city SoV, even if that player actually doesn't like the "staying at home" playstyle.
So, to even the playing field such that both SoV's types can compete will require very radical differences somewhere.
Then those very differences will have to be weighed, as to whether or not those very differences, those that allow one SoV type vs the other SoV type viable, will actually hold up over the long haul of game play.
There is no point in given the Stay at Home SoV a huge Essence or SP bonus early on, since he does not venture out, if that Bonus could be then suddenly turned on the NOT Stay at Home SoV who still awaits his equivalent Essence and SP levels to generate via whatever the other generation method turns out to be.
With a Random based Map game, that is randomly populated with "stuff" to kill, it is possible to have map areas devoid of "stuff" and thus the "kill" risk vs reward guy goes hungry, but the "Stay at Home" guy is always guaranteed his Bonus.
Random is great for variety, but if the game offers one a sure fire way to grow, based on never changing elements (stay at home) vs one who is reliant on that same randomness... game play always loses.
A combo system that states "go forth and then go home, then go forth, then go home would suck as well, so a general split of requirements would be simply blahhsey.