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Increasing the Sovereign's Power

Increasing the Sovereign's Power

 

The Sovereign

I have posted a couple times over the last few days about what I think is wrong with the Sovereign.  Most of the posts are about how the Sovereigns are getting lost in the plethora of Champions that you can recruit.  I really think the game is moving away from the importance of the Sovereign and I think the game is becoming less interesting because of it.  I still enjoy the game, but you could almost start the game with any of the Champions in the game, because there is no difference between them and the Sovereigns.  I have a list of a couple things that I think would help bring the Sovereign back to the top of power list.

  1.  First, eliminate or decrease the number of Champions that have access to magic.  It is the exception to find a Champion that cannot cast magic.  This minimized the Sovereign right off the bat.  The Sovereign’s were supposed to be special and they are not.  Right on the front page of the website it reads “the world’s most powerful sorceress will destroy the world unless you stop her.”  She is not the most powerful sorceress in the game I am playing.
  2. Bring back Imbuing.  This goes hand in hand with my first point.  Let the Sovereigns control who can access the world’s magic.  You can do it two different ways.  A spell that lets the Champion access all the spells you have access too.  However, the Sovereign that casts Imbue needs to lose a level, or at least a level of magic to do this.  Or, you can to do it a spell at a time which is already a part of the game.  After reading the Journal entry about Essence, it would also be interesting to see how Essence could tie into this.  Perhaps Champions could even have a level of Essence.  The Higher the Essence the more spells they could learn.  For example, a Champion has an essence of 4, so you can “teach” the Champion 4 levels worth of spells.  Teach him one 4th level spell or a couple lower level spells.  You could even have a quest to increase a Champions Essence.
  3. Grant a production and research bonus throughout the Kingdom/Empire when the Sovereign is at the Capital.  It would also be nice to see a more directed bonus when the Sovereign visits another city.  It would symbolize the populace working harder when the Sovereign is there.  This would also create a huge choice right from the start of the game.  Go and explore your surroundings, increase in level, or get your capital and perhaps second city a jump start.
  4. Bring back marriage and children.  This was an awesome feature of WOM.  You do not need to bring back the dynasty and diplomacy system that involved the children.  Although I do think there needs to be some down time for mom about half way through and even some time after the birth of the baby.
  5. Learn how to create magical items.  A high level spell that can customize magic equipment.  The spell needs to use mana, crystals, metal, and material.  Metal and material can be standardized by types of equipment.  But as the level increases so does the amount of crystals and mana.  The Sovereign also needs to be at a city and immobilized while it is being cast.  Again, the length of time is based on the level of item created.  I think several world spells need to have some type of casting time.

 

Perhaps I am thinking completely off base about the Sovereign.  It’s just my opinion they have become marginalized by some of the changes in the game.

22,203 views 29 replies
Reply #26 Top

Quoting Kongdej, reply 26

I think these are fantastic ideas, I would like the sovereigns to start more magic oriented, I feel rubbish to start with only a flame dart as a fire sovereign.

Sincerely
~ Kongdej
End of Kongdej's quote

 

You obviously start your Sovereigns out REALLY strong in magic.

Reply #27 Top

Quoting seanw3, reply 23
The choice that needs to be created is between powerful magic and physical ability. The secondary choice should be between bonuses to your starting economy and making your Sov powerful at the start. This all needs to be separate from the faction creation options. It would be nice to see more connections between the Sov, who is supposed to be the source of your civilization, and your civilization. The Sov also needs to be more powerful at start so we don't feel so dwarfed by the champions we hire or the party of spearmen we train.
End of seanw3's quote

This is actually why I would like the Sovereign to give a bonus to production and research when at the capital, or even a more direct bonus when in a later settled city.  It emphasizes the importance of the Sovereign to the kingdom/empire.  You would still need to go and level up but it can be just as beneificial to keep the Sovereign home to help there as well.  Frog talked about the game being about choices.  This would add another choice what to do.  Depending on the bonus.  If at the capital the bonus coud be 5% to all production and research.  If at another city it could be 10% to just that cities research and production.  This would work great with the new city specialization.  If a city is becoming a Fortress in a key location the Sovereign could show up to personally oversee in the beginning of construction.  Kind of remind the citizens how important it is to get things built.  The 10% production boost to just that city could really help.  But the Sovereign is not exploring and leveling up, nor is he back at the capital giving the smaller bonus across the entire kingdom/empire.

 

@seanw3--I agree with Kongdej, great suggestions.

 

 

Reply #28 Top

Quoting Malsqueek, reply 26

Quoting Kongdej, reply 26
I think these are fantastic ideas, I would like the sovereigns to start more magic oriented, I feel rubbish to start with only a flame dart as a fire sovereign.

Sincerely
~ Kongdej


You obviously start your Sovereigns out REALLY strong in magic.

End of Malsqueek's quote

I do?

I just ment I wanted to be able to put 1 more point into magic, meaby a spell level 3 costs 2 points instead of one, so it costs a lot to specialize but I would be able to do it.

Meaby its just me :S

I just seemingly find other heroes almost as strong in earth magic etc. as my sovereign right off the bat.
Going into my strategy of giving my sovereign a ton of special abilities and few magical abilities to start, and just use drain spirit, so I get all the spells too (and remove the damn upkeep from heroes).

Sincerely
~ Kongdej

Reply #29 Top

Having Death, Fire, and Warlock would be a great way to have powerful magic early on. Soulburn with +50% damage is very strong. I would like to see Warlock have some turn one damage spells. Something like 20 Fire Damage +1 damage per  any shard. Something to make it clear that this Sov is a Warlock.