Random versus game balance is a pet peeve of mine. A good example of this is whether you get the Panca Archers and the Brothers Sparus quests dropping or not dropping near your starting location. If they both do, you end up with two shiny new and rather useful units. If they don't, well you are two units 'behind the curve'. This can dramatically change how you approach the early game, and can put AI players behind the curve if you 'win the lottery' with your GH acquisitions. For a 4x game that is supposed to encourage balanced options, well note my lottery comment.
That being said, as noted I already have a 'second option' in the works regarding the reward. I'm essentially just soliciting feedback regarding the current option with this release version. This certainly could be expanded into more options, but the reward in question isn't a 'typical' acquisition (only one other similar acquisition comes up in the game), and isn't intended to replace your champion choices; note the 'Free Champs' count to 400 Fame' remains unchanged (although I'm proposing changing the timing on this spread in a future release) . To your other point, note how Bacco shows up pretty consistently (not always but most of the time) around/after turn 24, and it's pretty silly NOT to acquire him when the opportunity arises.
This does raise the Janusk dilemma. Back in the old E:WOM days, players used to always earn Janusk on turn 2. Some people complained, so Janusk was removed. I liked having him (someone to fight alongside with in the early game is very useful), but the fact that it was always Janusk did wear on some people. As I usually play Female Sovs, well Janusk was usually proposed to as soon as possible, so that the Children production could begin. Those were simpler times, but I do get the 'lack of variety' complaint. Bacco could be the new poster child for this issue...
The reason I'm suggesting changing that spread a bit ties in with the goodie huts. Sometimes that +10 fame from the Tower of Dominion means a Champ early, but if the Goodie hut Fame Reward of +30 (pretty common) kicks in beforehand, well that +10 gets washed out pretty quickly. With the way I've seen fame acquisitions land (Second Champ when you hit 60 fame from two quests, Third Champ at 100+ fame, note you've probably also earned around 10 or more fame from the Cleric, etc. and from clearing monster lairs at this point), so MAAAYBE it might make a difference, maybe not. I could go in and change all of the 'early quest' rewards to a lower value, but the later game is predicated on these +30s to a degree, and when you need 400+ fame for the next champ, well those +30s are kinda needed at that point, and some might consider them low even then... The +1 Growth tends to hit a wall pretty quickly too, if food production isn't boosted quickly enough, so while it helps a small amount, you are usually focused on other matters r.e. the build cue.
To be honest, I'd be good with a +30 Fame for the Tower Of Dominion, but many might consider that radical crazy talk...
The OTHER reason for this approach is that I/m still trying to figure out how to code consumables/Champion acquisistions into Sov design directly, hence the quest route. Consumables are now 'locked out' of Sov design, as you can only choose bracers, weapons and accessories now. My intent here is for each sov to end up with something similar, again in the interest of game balance. Hence my 'AI only quest' inquiry above. I could always (if I got the relevant Stardock interface program) rework the interface to 're-enable/add' a new selector, but that's out of my skillset, and having players change their Elemental.str file seems scary to me.
'AutoQuests' is a cleaner way to do this, in the meantime, and adds to the storyline. Just picking some dude during Sov creation isn't the same as seeing that Descriptor window pop up after you've started the game. Said dialogue adds to the mystique of the acquired champ. Admit it, the first few times you faced Bacco one on one were somewhat exhilhirating!
I did figure out how to add a 'pick one' selector with the Sov abilities, alongside the other abilities (Wealthy, etc.), but so far I haven't managed to get an AutoEquip to take using said selectors in that instance. Plus, it isn't intuitively obvious, due to the lack of a 'header'. This ties in with the 'Lieutenants/Number One' idea you may have heard me mention earlier.
This last paragraph did remind me about some old E:WOM abilities that granted Sentinels. I'll look into that, but as I remember we just had a thread about Champions not working as gamemodifiers in initial setup/turn 1 spawns, and I've not had good luck myself with this, outside of the Summoning token route...
I can certainly add things to the Sov files directly via <AutoEquipItem>, but unless there is a corresponding option in Sov design for custom sovs, well then the player has to code things in by hand, which can be tedius and potentially scary for the average player if they disrupt the code in the process. Plus, does the AI use Summoning tokens as soon as it gets them? Not sure on this one...
Finally, as you point out, this quest is a mod, tied into a storyline. Once you've played the storylines through a couple of times (assuming I finish the followups), you can always take the quest files back out and put other storylines in it's place.
On another note I've yet to play a game through where the plague has NOT shown up, and the 'Night Of The Skellies' or whatever it is shows up very consistently as well. And the first few riddler quests also tend to show up almost all the time. Especially the Leech one...
OK, WITH all of the above said, you do raise a valid point, so at the very least more options when the event comes up is probably a good idea. I was planning on just two before (Kindgom vs. Empire oriented), but more options can certainly be written into the storyline. I'm already considering a three way battle to replace the one currently described, so I can run with that.
I just wanted to be clear that you and I are of similar minds overall. Essentially, more champs good, makes more Champ options/mixes r.e. Paths possible, and allows the player to round out his Champ repetoire. AS LONG AS the AI gets the same breaks, so players don't end up with, say, twice as many Champions that the AI has. And that is an important point which I'm still trying to figure out a way to resolve.