Champions need personalities.
1. Why don't hired champions occassionaly give you a relevant word of advice? If you hired a farmer why doesn't he advise you to build a granery in City XXXXX if 1) it needs one and 2) you have the resources to do so?
2. If you start slaying unrecruitable hero's you should accept a risk that some or all of your champions will leave your service, after a pithy comment or two.
A simple loyalty rating for each hero could handle this. Some could have a rating of 100 and stay in your service no matter how evil you are. Others might have a rating of 25; this means that they have a 75% of leaving your service if you commit an evil act - slaying a wandering champion or razing a city of your fraction (kingdom/empire)
3. Warrior champions need to be treated well; given arms and armor, or they may leave the player's service after a pithy comment.
4. I would like to see each champion have an option for background text. Text that would tell you someting about their background and give you a hint as to their loyalty (willingness to accept evil acts) and greed (their need to be compensated with better armor and or weapons) ratings which affect the chance that they may leave your service.
This amount of text revealed would be determined by the sovereign's charisma. A sovereign with higher charisma would learn more about the background of a champion.
5. Players should have the chance to appoint champions as governers of captured cities. A captured city without a champion cannnot produce combat units. Furthermore, if a champion in charge of a city leaves your service (you razed a city and he failed his loyalty rating) - he takes the city and the troops within with him and it becomes a minor kingdom. Perhaps, other champions that left your service as a result of your actions travel to this city to join this governor in resisting your rule.
6. Some champions through loyal may be corrupt; (think Afghanistan). Corrupt champions drain money from your treasury, unknownst to you. Accept the services of Parsonex the Merchant and you may find that he actually costs you 5GP per turn or that you lose 5% of your kingdom's income due the corruption that this loyal servant fosters among your subjects.
Researching "Financial Audits" allows you to identify corrupt champions and their corrupting effect. Unlocking audits also allows the player to dismiss corrupt champions.
Corrupting Effect: None
Corrupting Effect: Steals 5 GP per turn
Corrupting Effect: Lose 5% of Kingdom's income
Example:
Merchant Myclops
- Effect: +1GP per turn
- Advice: Myclops will advise his sovereign when he can construct buildings that increase guilder production.
- (Charisma >=10) - Background: Myclops is a skilled merchant with a pencant for buying low and selling high.
- (Charisma >=15) - Backround: Furthermore, he was a former enforcer for the theives guild in Dobson City.
- (Hidden) Loyalty Rating: 100 (his experience as an enforcer (punisher) means that he cares little for whether his sovereign is good or evil)
- (Hidden) Demands: None
- (Hidden) Corrupting Effect: 5 (he steals 5 Gp per turn from the treasure)
Farmer Osmos
- Effect: +1 Food per turn
- Advice: Will advise sovereign when he can construct buildings that increase food production
- (Charisma >=10) - Background: This pious son of a wealthy farmer has a deep knowledge of farming and crop management.
- (Hidden) Loyalty Rating: 50 (50% he will leave soverign's service if sovereign performs an evil act)
- (Hidden) Demands: None
- (Hidden) Corrupting Effct: None