Stealing spell trees from henchfolk and champions ought to 'cost' something game wise to make it an 'interesting' decision. Right now, steal the gift (and kill the champion) has very little down side: Downside: the typical champion can't be placed in a settlement to reduce unrest 5%. Killed by stealing champion not available for 'other' duties. Upside: Guilder salary saved (not paid each turn); spell tree is in sov, so advancement is faster, and concentrated (sov levels faster because of more combats, extra added spells (tutelage), and experience modifiers affect experience cost used to unlock many spell trees, etc. The one exception would be heroes that start with advanced unrest modifies, or unique skills needed (that can;t be stolen). Did i miss any? Bottom line, stealing from hero or henchfolk is almost always a no brainer. Suggestions, if/when a sov steal-kills to get a new spell tree, other heroes are also affected in a negative manner. Not sure how best to implement this in game. (a) Steal spell use also costs fame? New heroes less likely to join the cause of such a bestial sov? (
Some/all of sov's heroes do a loyalty check [pass, fail, revenge]. Pass = no change. Fail = means hero leaves service of sov (with all current possessions. If hero that fails loyalty check is leading a group of soldiers, each of those soldiers also makes a loyalty check. Passing means no change, failing means they join the hero that is leaving sov's service. Units leaving service become a non-aggressive neutral. Hate = same as result 'b' except, instead of going 'neutral' the hero (any any accompanying troops) defect to another sov. First result: Strongest sov currently at war with spell stealing sov. Second result (if spell stealing sov not at war with anyone): heroes/troops join strongest sov with lowest positive regard (diplomacy) towards stealing sov. etc. Or, simply remove hero/units that fail loyalty check from game... they retire.